Seeker = Object:extend() Seeker:implement(GameObject) Seeker:implement(Physics) Seeker:implement(Unit) function Seeker:init(args) self:init_game_object(args) self:init_unit() self:set_as_rectangle(14, 6, 'dynamic', 'enemy') self:set_restitution(0.5) self.color = red[0]:clone() self.classes = {'seeker'} self:calculate_stats(true) self:set_as_steerable(self.v, 2000, 4*math.pi, 4) if random:bool(35) then local n = random:int(1, 3) self.speed_booster = n == 1 self.exploder = n == 2 self.headbutter = n == 3 end if self.speed_booster then self.color = green[0]:clone() self.area_sensor = Circle(self.x, self.y, 128) elseif self.exploder then self.color = blue[0]:clone() elseif self.headbutter then self.color = orange[0]:clone() self.last_headbutt_time = 0 self.t:every(function() return math.distance(self.x, self.y, main.current.player.x, main.current.player.y) < 64 and love.timer.getTime() - self.last_headbutt_time > 10 end, function() if self.headbutt_charging or self.headbutting then return end self.headbutt_charging = true self.t:tween(2, self.color, {r = fg[0].r, b = fg[0].b, g = fg[0].g}, math.cubic_in_out, function() self.t:tween(0.25, self.color, {r = orange[0].r, b = orange[0].b, g = orange[0].g}, math.linear) self.headbutt_charging = false headbutt1:play{pitch = random:float(0.95, 1.05), volume = 0.2} self.headbutting = true self.last_headbutt_time = love.timer.getTime() self:set_damping(0) self:apply_steering_impulse(300, self:angle_to_object(main.current.player), 0.75) self.t:after(0.75, function() self.headbutting = false end) end) end) elseif self.tank then self.color = yellow[0]:clone() elseif self.shooter then self.color = white[0]:clone() elseif self.spawner then self.color = purple[0]:clone() end end function Seeker:update(dt) self:update_game_object(dt) if main.current.mage_level == 2 then self.buff_def_a = -30 elseif main.current.mage_level == 1 then self.buff_def_a = -15 else self.buff_def_a = 0 end if self.speed_boosting then local n = math.remap(love.timer.getTime() - self.speed_boosting, 0, 3, 1, 0.5) self.buff_mvspd_m = (3 + 0.1*self.level)*n if not self.speed_booster and not self.exploder and not self.headbutter and not self.tank and not self.shooter and not self.spawner then self.color.r = math.remap(n, 1, 0.5, green[0].r, red[0].r) self.color.g = math.remap(n, 1, 0.5, green[0].g, red[0].g) self.color.b = math.remap(n, 1, 0.5, green[0].b, red[0].b) end end self:calculate_stats() if self.being_pushed then local v = math.length(self:get_velocity()) if v < 25 then self.being_pushed = false self.steering_enabled = true self:set_damping(0) self:set_angular_damping(0) end else if self.headbutt_charging then self:set_damping(10) self:rotate_towards_object(main.current.player, 0.5) elseif not self.headbutting then local player = main.current.player self:seek_point(player.x, player.y) self:wander(50, 100, 20) self:steering_separate(16, main.current.enemies) self:rotate_towards_velocity(0.5) end end self.r = self:get_angle() if self.area_sensor then self.area_sensor:move_to(self.x, self.y) end end function Seeker:draw() graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x) graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 3, 3, self.hfx.hit.f and fg[0] or self.color) graphics.pop() end function Seeker:on_collision_enter(other, contact) local x, y = contact:getPositions() if other:is(Wall) then self.hfx:use('hit', 0.15, 200, 10, 0.1) self:bounce(contact:getNormal()) elseif table.any(main.current.enemies, function(v) return other:is(v) end) then if self.being_pushed and math.length(self:get_velocity()) > 60 then other:hit(math.floor(self.push_force/4)) self:hit(math.floor(self.push_force/2)) other:push(math.floor(self.push_force/2), other:angle_to_object(self)) HitCircle{group = main.current.effects, x = x, y = y, rs = 6, color = fg[0], duration = 0.1} for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = self.color} end hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35} elseif self.headbutting then other:push(math.length(self:get_velocity())/4, other:angle_to_object(self)) HitCircle{group = main.current.effects, x = x, y = y, rs = 6, color = fg[0], duration = 0.1} for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = self.color} end hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35} end elseif other:is(Turret) then _G[random:table{'player_hit1', 'player_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.35} self:hit(0) self:push(random:float(2.5, 7), other:angle_to_object(self)) end end function Seeker:hit(damage) if self.dead then return end self.hfx:use('hit', 0.25, 200, 10) self:show_hp() local actual_damage = self:calculate_damage(damage) self.hp = self.hp - actual_damage main.current.damage_dealt = main.current.damage_dealt + actual_damage if self.hp <= 0 then self.dead = true for i = 1, random:int(4, 6) do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = self.color} end HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 12}:scale_down(0.3):change_color(0.5, self.color) main.current:enemy_killed() _G[random:table{'enemy_die1', 'enemy_die2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.5} if self.speed_booster then local enemies = self:get_objects_in_shape(self.area_sensor, main.current.enemies) if #enemies > 0 then buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5} HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = green[0], duration = 0.1} for _, enemy in ipairs(enemies) do LightningLine{group = main.current.effects, src = self, dst = enemy, color = green[0]} enemy:speed_boost(3) end end end if self.exploder then shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.4} trigger:after(0.01, function() for i = 1, 16 do EnemyProjectile{group = main.current.main, x = self.x, y = self.y, color = blue[0], r = (i-1)*math.pi/8, v = 150 + 5*self.level, dmg = 2*self.dmg} end end) end end end function Seeker:push(f, r) self.push_force = f self.being_pushed = true self.steering_enabled = false self:apply_impulse(f*math.cos(r), f*math.sin(r)) self:apply_angular_impulse(random:table{random:float(-12*math.pi, -4*math.pi), random:float(4*math.pi, 12*math.pi)}) self:set_damping(1.5) self:set_angular_damping(1.5) end function Seeker:speed_boost(duration) self.speed_boosting = love.timer.getTime() self.t:after(duration, function() self.speed_boosting = false end, 'speed_boost') end EnemyProjectile = Object:extend() EnemyProjectile:implement(GameObject) EnemyProjectile:implement(Physics) function EnemyProjectile:init(args) self:init_game_object(args) self:set_as_rectangle(10, 4, 'dynamic', 'enemy_projectile') end function EnemyProjectile:update(dt) self:update_game_object(dt) self:set_angle(self.r) self:move_along_angle(self.v, self.r) end function EnemyProjectile:draw() graphics.push(self.x, self.y, self.r) graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 2, 2, self.color) graphics.pop() end function EnemyProjectile:die(x, y, r, n) if self.dead then return end x = x or self.x y = y or self.y n = n or random:int(3, 4) for i = 1, n do HitParticle{group = main.current.effects, x = x, y = y, r = random:float(0, 2*math.pi), color = self.color} end HitCircle{group = main.current.effects, x = x, y = y}:scale_down() self.dead = true proj_hit_wall1:play{pitch = random:float(0.9, 1.1), volume = 0.05} end function EnemyProjectile:on_collision_enter(other, contact) local x, y = contact:getPositions() local nx, ny = contact:getNormal() local r = 0 if nx == 0 and ny == -1 then r = -math.pi/2 elseif nx == 0 and ny == 1 then r = math.pi/2 elseif nx == -1 and ny == 0 then r = math.pi else r = 0 end if other:is(Wall) then self:die(x, y, r, random:int(2, 3)) end end function EnemyProjectile:on_trigger_enter(other, contact) if other:is(Player) then self:die(self.x, self.y, nil, random:int(2, 3)) other:hit(self.dmg) end end