-----Создание Врагов----- function game.enemy.create(dt) if enemy.count == nil then enemy.count = enemyOnStart end if enemy.left > 0 then if enemy.count <= 0 and current.enemies < 5 then enemy.massEnemyIndex = enemy.massEnemyIndex+1 enemy.type = level.lvl1.enemy[enemy.massEnemyIndex] local locEnemy = {} locEnemy.texture = {} locEnemy.speed = {} locEnemy.shot = {} if enemy.type == 1 then locEnemy.sideSpeed = 0 locEnemy.angle = math.random(math.pi - 0.5, math.pi + 0.5) locEnemy.reload = 0 locEnemy.type = 1 locEnemy.width = enemy.type1.width locEnemy.height = enemy.type1.height locEnemy.health = enemy.type1.health locEnemy.x = enemy.type1.x locEnemy.y = enemy.type1.y locEnemy.realX = locEnemy.x + locEnemy.width / 2 locEnemy.realY = locEnemy.y + locEnemy.height / 2 locEnemy.speed.current = enemy.type1.speed.current locEnemy.speed.max = enemy.type1.speed.max locEnemy.shot.damage = enemy.type1.shot.damage locEnemy.shot.speed = enemy.type1.shot.speed locEnemy.acceleration = enemy.type1.acceleration locEnemy.texture.ship = enemy.type1.texture.ship locEnemy.texture.shot = enemy.type1.texture.shot enemy.massEnemyIndex = enemy.massEnemyIndex+1 enemy.delay = 250 table.insert(enemy, locEnemy) elseif enemy.type == 2 then locEnemy.sideSpeed = 0 locEnemy.angle = math.random(math.pi - 0.5, math.pi + 0.5) locEnemy.reload = 0 locEnemy.type = 2 locEnemy.width = enemy.type2.width locEnemy.height = enemy.type2.height locEnemy.health = enemy.type2.health + 100 locEnemy.x = enemy.type2.x locEnemy.y = enemy.type2.y locEnemy.realX = locEnemy.x + locEnemy.width / 2 locEnemy.realY = locEnemy.y + locEnemy.height / 2 locEnemy.speed.current = enemy.type2.speed.current locEnemy.speed.max = enemy.type2.speed.max locEnemy.shot.damage = enemy.type2.shot.damage locEnemy.shot.speed = enemy.type2.shot.speed locEnemy.acceleration = enemy.type2.acceleration locEnemy.texture.ship = enemy.type2.texture.ship locEnemy.texture.shot = enemy.type2.texture.shot enemy.massEnemyIndex = enemy.massEnemyIndex+1 enemy.delay = 250 table.insert(enemy, locEnemy) end current.enemies = current.enemies + 1 enemy.count = enemy.delay enemy.left = enemy.left - 1 else enemy.count = enemy.count - 100 * dt end else current.levelCompleted = true current.level = current.level + 1 current.levelChanged = true end end -----Удаление Врагов----- function game.enemy.delete(deletedEnemies) for i,v in ipairs(deletedEnemies) do table.remove(enemy, v) current.enemies = current.enemies - 1 end end -----Обновление Врагов----- function game.enemy.update(dt) local deletedEnemies = {} local deletedPlayerShots = {} --Перебор Врагов-- for i,v in ipairs(enemy) do --Разгон-- if v.speed.current < v.speed.max and v.speed.current > -v.speed.max then if DistanceMeasurement(player.x, player.y, player.width, player.height, v.x, v.y, v.width, v.height) > 500 then v.speed.current = v.speed.current + v.acceleration * dt else if v.speed.current > 0 then v.speed.current = v.speed.current - v.acceleration * dt * (v.speed.current / 100 + 0.1) else v.speed.current = v.speed.current - v.acceleration * dt end end end if v.realY > player.realY then v.sideSpeed = v.sideSpeed + dt * 75 else v.sideSpeed = v.sideSpeed - dt * 75 end --Обновление Координат-- v.x = v.x + v.speed.current * dt * math.cos(v.angle) v.y = v.y + v.speed.current * dt * math.sin(v.angle) v.x = v.x + v.sideSpeed * dt * math.cos(v.angle+math.pi/2) v.y = v.y + v.sideSpeed * dt * math.sin(v.angle+math.pi/2) --Расчет Углов-- test.angle1 = {x = v.x, y = v.y} test.angle2 = {x = v.x + v.width * math.cos(v.angle+math.pi), y = v.y + v.width * math.sin(v.angle+math.pi) } test.angle3 = {x = test.angle2.x + v.height * math.sin(v.angle+math.pi), y = test.angle2.y - v.height * math.cos(v.angle+math.pi) } test.angle4 = {x = v.x + v.height * math.sin(v.angle+math.pi), y = v.y - v.height * math.cos(v.angle+math.pi) } --Расчет Реальных Координат-- v.realX = (test.angle1.x + test.angle3.x) / 2 v.realY = (test.angle1.y + test.angle3.y) / 2 --Поворот-- if directionCheckUp7(v.realX, v.realY, v.angle, player.realX, player.realY) then v.angle = v.angle - dt else v.angle = v.angle + dt end --Удаление Врагов Когда Их ХП Падает Ниже Нуля-- if v.health <= 0 then table.insert(deletedEnemies, i) player.score = player.score + 500 local bonusCreate = math.random(1, 10) if bonusCreate == 1 then game.bonus.create(v.x, v.y, math.random(1, bonus.types) ) end end --Удаление Врагов Когда Они Уходят Далеко за Экран-- if v.x < -1000 or v.x > 2280 or v.y < -1000 or v.y > 1720 then table.insert(deletedEnemies, i) end --Перебор Снарядов и Проверка на Попадания-- for ii,vv in ipairs(player.shot) do if hitCheck(v.x, v.y, v.width, v.height, v.angle, vv.x, vv.y, vv.size.width, vv.size.height) then v.health = v.health - math.random(vv.damage*0.5, vv.damage*2) v.angle = v.angle + math.random(-1, 1) * player.weapon.projectile.kick v.speed.current = v.speed.current - player.weapon.projectile.kick * 10 table.insert(deletedPlayerShots, ii) end end game.player.shot.delete(deletedPlayerShots) --Стрельба-- if v.reload < 0 then game.enemy.shot.create(v) v.reload = 10 else v.reload = v.reload - dt*5 end end game.enemy.delete(deletedEnemies) end function directionCheckUp7(enemyX, enemyY, enemyA, playerX, playerY) local y = (playerX - enemyX) * math.tan(enemyA) + enemyY if y < playerY then return true else return false end end function hitCheck(enemyX, enemyY, enemyW, enemyH, enemyA, shotX, shotY, shotW, shotH) -- 1 2 -- 4 3 local max = {x = math.max(test.angle1.x, test.angle2.x, test.angle3.x, test.angle4.x), y = math.max(test.angle1.y, test.angle2.y, test.angle3.y, test.angle4.y)} local min = {x = math.min(test.angle1.x, test.angle2.x, test.angle3.x, test.angle4.x), y = math.min(test.angle1.y, test.angle2.y, test.angle3.y, test.angle4.y)} local shell = {x = shotX + shotW / 2, y = shotY + shotH / 2} if ( (shell.y > min.y) and (shell.y < max.y) and (shell.x > min.x) and (shell.x < max.x) ) then return true else return false end end function game.enemy.shot.create(v) local shot = {} shot.x = v.realX shot.y = v.realY shot.angle = v.angle shot.speed = v.shot.damage shot.damage = v.shot.speed shot.size = {} shot.size.width = 15 shot.size.height = 15 shot.texture = v.texture.shot table.insert(enemy.shot, shot) end function game.enemy.shot.update(dt) local deletedEnemyShots = {} for i,v in ipairs(enemy.shot) do v.x = v.x + v.speed * dt * math.cos(v.angle) v.y = v.y + v.speed * dt * math.sin(v.angle) if v.x < 0 or v.y > 720 or v.y < 0 or v.x > 1280 then table.insert(deletedEnemyShots, i) end if CheckCollision(v.x, v.y, v.size.width, v.size.height, player.x, player.y, player.width, player.height) then if not current.godmode then player.health.current = player.health.current - v.damage end table.insert(deletedEnemyShots, i) end end game.enemy.shot.delete(deletedEnemyShots) end function game.enemy.shot.delete(deletedEnemyShots) for i,v in ipairs(deletedEnemyShots) do table.remove(enemy.shot, v) end end function game.enemy.reset() while current.enemies ~= 0 do table.remove(enemy, i) current.enemies = current.enemies - 1 end end