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] self.classes = {'seeker'} self:calculate_stats(true) self:set_as_steerable(self.v, 2000, 4*math.pi, 4) 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 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 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 self.r = self:get_angle() 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.dmg/4)) self:hit(math.floor(self.dmg/2)) other:push(random:float(10, 15), 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} end end function Seeker:push(f, r) 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 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 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