stackinghats fini et horizontalhats pattern
This commit is contained in:
57
scripts/battle/waves/horizontalhats.lua
Normal file
57
scripts/battle/waves/horizontalhats.lua
Normal file
@@ -0,0 +1,57 @@
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local HorizontalHats, super = Class(Wave)
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function HorizontalHats:init()
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super.init(self)
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-- The duration of our wave, in seconds. (Defaults to `5`)
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self.time = 7
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self.count = 0
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end
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function HorizontalHats:onStart()
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-- code here gets called at the start of the wave
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-- create a bullet in the center of the screen
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arena = Game.battle.arena
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local x_positions = {arena.x - SCREEN_WIDTH/3.3, arena.x + SCREEN_WIDTH/3.3, arena.x - SCREEN_WIDTH/3.3}
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local y_positions = {arena.y*0.73, arena.y*1, arena.y*1.25}
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self.collider1 = LineCollider(self, x_positions[2] + 10, y_positions[1], x_positions[2] + 10, y_positions[3])
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self.collider2 = LineCollider(self, x_positions[1] - 10, y_positions[1], x_positions[1] - 10, y_positions[3])
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self.colliderGroup = ColliderGroup(self, {self.collider1, self.collider2})
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for i = 1, 3, 1 do
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local x = x_positions[i]
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local y = y_positions[i]
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self.bullets[i] = self:spawnBullet("hatbulllet", x, y, 0, 6.7)
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self.bullets[i]:setScale(2.2)
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if (i == 1 or i == 3) then
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self.bullets[i].physics.direction = math.rad(0)
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else
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self.bullets[i].physics.direction = math.rad(180)
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end
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end
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super.onStart(self)
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end
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function HorizontalHats:update()
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-- code here gets called every frame
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for i = 1, 3, 1 do
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if (self.bullets[i]) then
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if (self.bullets[i].collider:collidesWith(self.collider1) or self.bullets[i].collider:collidesWith(self.collider2)) then
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self.bullets[i].physics.direction = self.bullets[i].physics.direction + math.rad(180)
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end
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end
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end
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super.update(self)
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end
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function HorizontalHats:draw()
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super.draw(self)
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if DEBUG_RENDER then
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if (self.colliderGroup) then
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self.colliderGroup:draw(0,1,0,1)
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end
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end
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end
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return HorizontalHats
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@@ -2,11 +2,9 @@ local StackingHats, super = Class(Wave)
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function StackingHats:init()
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super.init(self)
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-- The duration of our wave, in seconds. (Defaults to `5`)
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self.time = 10
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self.count = 0
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self.time = 8
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self.count = 1
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end
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function StackingHats:onStart()
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@@ -16,35 +14,42 @@ function StackingHats:onStart()
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arenaX, arenaY = arena:getBottomLeft()
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arenaX2, arenaY2 = arena:getBottomRight()
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self.collider = LineCollider(self, arenaX, arenaY, arenaX2, arenaY2)
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self.timer:everyInstant(1, function()
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local x = SCREEN_WIDTH / 2
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local collumn = {SCREEN_WIDTH/2*0.87, SCREEN_WIDTH/2, SCREEN_WIDTH/2*1.13}
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local speed = 5
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self.timer:everyInstant(0.75, function()
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local x = collumn[math.random(3)]
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local y = arena:getTop() * 0.5
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self.bullets[self.count] = self:spawnBullet("hatbulllet", x, y)
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-- set the bullet's speed to 4 (pixels per 1/30th second)
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self.bullets[self.count].physics.speed = 4
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self.bullets[self.count] = self:spawnBullet("hatbulllet", x, y, math.rad(90), speed)
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self.count = self.count + 1
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speed = speed * 1.029
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end)
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super.onStart(self)
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end
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function StackingHats:update()
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-- code here gets called every frame
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for i = 0, self.count -1, 1 do
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for j = 0, i-1, 1 do
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if (i ~= j) then
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for i = 1, self.count, 1 do
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if (self.bullets[i]) then
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for j = 1, i-1, 1 do
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if (self.bullets[i].collider:collidesWith(self.bullets[j])) then
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self.bullets[i].physics.speed = 0
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end
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end
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end
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if (self.bullets[i].collider:collidesWith(self)) then
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self.bullets[i].physics.speed = 0
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if (self.bullets[i].collider:collidesWith(self)) then
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self.bullets[i].physics.speed = 0
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end
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end
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end
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super.update(self)
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end
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function StackingHats:draw()
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super.draw(self)
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if DEBUG_RENDER then
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if (self.collider) then
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self.collider:draw(0,1,0,1)
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end
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end
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end
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return StackingHats
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