Files
SpaceBattle/scripts/enemy/update.lua
T
2022-04-11 18:34:26 +03:00

263 lines
9.3 KiB
Lua

-----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