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79 lines
1.7 KiB
79 lines
1.7 KiB
7 months ago
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Bullet = Object:extend()
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function Bullet:new(x, y, p, speed, rotation)
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self.image = love.graphics.newImage("assets/bullet.png")
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self.x = x
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self.y = y
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self.p = p
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self.speed = speed
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self.rotation = rotation
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self.width = self.image:getWidth()
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self.height = self.image:getHeight()
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self.scaleX = 1
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self.scaleY = 1
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self.originX = self.width / 2
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self.originY = self.height / 2
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self.collider = World:newRectangleCollider(x, y, 10, 15)
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self.collider:setPosition(self.x, self.y)
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if self.p == 1 then
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self.collider:setCollisionClass("Bullet1")
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elseif self.p == 2 then
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self.collider:setCollisionClass("Bullet2")
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end
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--TODO: find out a way to check the direction of a bullet
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end
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function Bullet:update(dt)
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local cos = math.cos
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local sin = math.sin --optimisation
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local atan2 = math.atan2 --optimisation
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if self.p == 1 then
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local dx = math.cos(self.rotation) * self.speed * dt
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local dy = math.sin(self.rotation) * self.speed * dt
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self.x = self.x + dx
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self.y = self.y + dy
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self.collider:setPosition(self.x, self.y)
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end
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if self.p == 2 then
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local dx = math.cos(self.rotation) * self.speed * dt
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local dy = math.sin(self.rotation) * self.speed * dt
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self.x = self.x + dx
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self.y = self.y + dy
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self.collider:setPosition(self.x, self.y)
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end
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end
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function Bullet:draw()
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for _, _ in ipairs(Bullets1) do
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love.graphics.draw(
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self.image,
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self.x,
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self.y,
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self.rotation,
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self.scaleX,
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self.scaleY,
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self.originX,
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self.originY
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)
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end
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for _, _ in ipairs(Bullets2) do
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-- love.graphics.draw(self.image, self.x, self.y)
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love.graphics.draw(
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self.image,
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self.x,
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self.y,
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self.rotation,
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self.scaleX,
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self.scaleY,
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self.originX,
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self.originY
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)
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end
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end
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