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enemy.lua
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enemy.lua
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Jumper = Class:extend()
Jumper:implement(GameObject)
function Jumper:new(args)
self:init_game_obj(args)
self.size = self.size or 10
self.w, self.h = self.size or 10, 10
self.class = 'Jumper'
self.types = {
'score',
'lose',
'buff',
}
self.gravity = self.gravity or 1
if self.x < game_width/2 - 50 and self.x_vel < 0 then self.x_vel = math.abs(self.x_vel) end
if self.x > game_width/2 - 50 and self.x_vel > 0 then self.x_vel = -math.abs(self.x_vel) end
local chance = love.math.random(1, 100)
if chance > 98 then
self.type = 'buff'
elseif chance > 50 then
self.type = 'score'
else
self.type = 'lose'
end
if self.type == 'score' then
self.color = assets.color_jumperscore
self.points = self.size/4
elseif self.type == 'lose' then
self.color = assets.color_jumperlose
self.points = -self.size/4
elseif self.type == 'buff' then
self.color = assets.color_jumperbonus
self.points = '?'
end
if self.invincible then
self.c = 1
self.type = 'orb'
self.points = ''
self.x_vel, self.y_vel = self.x_vel * 1.5, self.y_vel * 1.5
self.timer:every(.1, function()
self.c = self.c + 1
if self.c == 1 then
self.color = assets.color_jumperlose
elseif self.c == 2 then
self.color = assets.color_jumperscore
elseif self.c == 3 then
self.color = assets.color_jumperbonus
elseif self.c == 4 then
self.color = assets.color_disker
self.c = 1
end
end)
end
if type(self.points) == 'number' then self.points = math.floor(self.points) end
end
function Jumper:update(dt)
self:update_game_obj(dt)
self.y_vel = self.y_vel + 60 * self.gravity * dt
if self.y_vel > 100 then self.y_vel = 100 end
self.x = self.x + self.x_vel * dt
self.y = self.y + self.y_vel * dt
if self.y > game_height then
self:die(false)
end
end
function Jumper:draw()
graphics.push(self.x, self.y, self.angle, self.sx, self.sy)
love.graphics.setColor(0, 0, 0, .8)
love.graphics.circle('fill', self.x, self.y + 2, self.size)
graphics.circle(self.x, self.y, self.size, self.color, nil)
love.graphics.setColor(1, 1, 1)
graphics.print_centered(self.points, self.x, self.y, assets.secondary_font, assets.color_bg)
love.graphics.setBlendMode('alpha')
graphics.pop()
end
function Jumper:die(pk, combo, mute)
self.remove = true
local haspoints = type(self.points) == 'number'
if pk then
sfx.hit:play()
for i = 1, 6 do
Explosion{group = main.current.main, color = self.color, x = self.x,y = self.y, offset = self.size, pk = true}
end
if self.type == 'buff' then main.current.player:setbuff() end
end
if not pk then
sfx.fall:play()
main.current.cam:shake(10, .4, 10)
main.current.spring:pull(.2 * love.math.random(-1, 1), 20, 2)
if haspoints then self.points = math.floor(-self.points/2) end
for i = 1, 4 do Explosion{group = main.current.main, color = self.color, x = self.x,y = self.y, offset = self.size, pk = false} end
end
if haspoints then
local points = combo and combo > 1 and math.abs(self.points) or self.points
if main.current.player.buff == '2XSCORE' then points = points * 2 end
if main.current.player.buff == 'HALFSCORE' then points = math.floor(points/2) end
if combo then if combo > 3 then points = math.floor(points * 1.5) elseif combo > 2 then points = math.floor(points * 1.2) end end
local text = points > 0 and "+" ..points or points
local y = pk and 0 or 20
ScoreText{group = main.current.main, x = self.x, y = self.y - y, text = text, color2 = self.color}
main.current.score:addscore(points)
else
if not pk then
main.current.player:setbuff(true)
local y = pk and 0 or 20
ScoreText{group = main.current.main, x = self.x, y = self.y - y, text = 'CURSE', color2 = assets.color_disker}
return
end
local y = pk and 0 or 20
if self.type == 'orb' then
main.current.player.invincible = true
if not pk then main.current.player:spawn_powerup() end
ScoreText{group = main.current.main, x = self.x, y = self.y - y, text = 'EPIC SHIELD', color2 = self.color}
return
end
ScoreText{group = main.current.main, x = self.x, y = self.y - y, text = main.current.player.buff, color2 = self.color}
end
end
Disker = Class:extend()
Disker:implement(GameObject)
function Disker:new(args)
self:init_game_obj(args)
self.size = self.size or 10
self.w, self.h = 25, 25
self.r = self.size
self.color = assets.color_disker
self.color2 = assets.color_bg
end
function Disker:update(dt)
if self.y_vel > 100 then self.y_vel = 100 end
self.x = self.x + self.x_vel * dt
self.y = self.y + self.y_vel * dt
self.angle = self.angle + 8 * dt
if self.x < -100 or self.x > game_width + 100 then self:destroy() end
self:check_col()
end
function Disker:check_col()
local rectx, recty, rw, rh = self.x - self.size, self.y - self.size, self.size * 2, self.size * 2
local player = main.current.player
if player.x > rectx and player.x < rectx + rw and player.y > recty and player.y < recty + rh then
local invincible = player:die(sign(self.x_vel))
if invincible then self:destroy() self:explode() end
end
end
function Disker:destroy()
self.remove = true
end
function Disker:explode()
main.current.cam:shake(12, .5, 30)
sfx.death2:play()
local ydir = self.y > game_height/2 and -1 or 1
Dust{group = main.current.main, x = self.x, y = self.y + 4 * ydir, x_vel = 0, y_vel = 0, radius = 30, special = true, color = assets.color_disker}
end
function Disker:draw()
graphics.push(self.x, self.y, self.angle, self.sx, self.sy)
graphics.rectangle(self.x, self.y, self.w, self.h, 3, 3, self.color)
graphics.pop()
end
Powerup = Class:extend()
Powerup:implement(GameObject)
function Powerup:new(args)
self:init_game_obj(args)
self.size = self.size or 5
self.r = self.size
self.color = assets.color_jumperbonus
self.t = 0
Dust{group = main.current.main, x = self.x, y = self.y, x_vel = 0, y_vel = 0, radius = 12, special = true, color = self.color}
sfx.powerup2:play()
end
function Powerup:update(dt)
self.t = self.t + dt * 3
self.y = self.y + math.sin(self.t) * .1
self:check_col()
end
function Powerup:draw()
graphics.push(self.x, self.y, self.angle, self.sx, self.sy)
graphics.circle(self.x, self.y + 1, self.r, assets.color_bg)
graphics.circle(self.x, self.y, self.r, self.color)
-- for i = 1, 4 do
-- graphics.arc('open', self.x, self.y, self.r - 1.2, (i-1) * math.pi/2 + math.pi/4 - math.pi/6, (i-1) * math.pi/2 + math.pi/4 + math.pi/6, self.color2, 3)
-- end
graphics.pop()
end
function Powerup:check_col()
local rectx, recty, rw, rh = self.x - self.size, self.y - self.size*2, self.size * 2, self.size * 5
local player = main.current.player
if player.x > rectx and player.x < rectx + rw and player.y > recty and player.y < recty + rh then
player:setrandompower()
self:die()
end
end
function Powerup:die()
self.remove = true
local y = self.y > game_height/2 and 20 or - 20
ScoreText{group = main.current.main, x = self.x, y = self.y - y, text = main.current.player.power, color2 = self.color, duration = 1.5, switchg = y == -20}
Dust{group = main.current.main, x = self.x, y = self.y, x_vel = 0, y_vel = 0, radius = 12, special = true, color = self.color}
end
Explosion = Class:extend()
Explosion:implement(GameObject)
function Explosion:new(args)
self:init_game_obj(args)
if self.pk then
self.x_vel, self.y_vel = randomdir(-1, 1), randomdir(-1, 1)
self.x_vel, self.y_vel = vector2:normalize(self.x_vel, self.y_vel)
self.speed = randomdir(50, 140)
else
self.x_vel, self.y_vel = randomdir(-1, 1), randomdir(-.5, -1)
self.x_vel, self.y_vel = vector2:normalize(self.x_vel, self.y_vel)
self.speed = randomdir(150, 200)
end
self.color = self.color or assets.color_effects
self.angle = math.atan2(self.y_vel, self.x_vel)
self.x, self.y = self.x + self.x_vel * self.offset, self.y + self.y_vel * self.offset
self.w, self.h = 10, 3
self.timer:after(.1, function() self.timer:tween(.3, self, {w = 0}, 'out-cubic') end)
end
function Explosion:update(dt)
self:update_game_obj(dt)
if self.w < 2 then self.remove = true end
self.x = self.x + self.x_vel * self.speed * dt
self.y = self.y + self.y_vel * self.speed * dt
end
function Explosion:draw()
graphics.push(self.x, self.y, self.angle, self.sx, self.sy)
graphics.rectangle(self.x, self.y, self.w, self.h, 3, 3, self.color)
graphics.pop()
end
function math.remap(v, old_min, old_max, new_min, new_max)
return ((v - old_min)/(old_max - old_min))*(new_max - new_min) + new_min
end