stackinghats fini et horizontalhats pattern
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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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