stackinghats fini et horizontalhats pattern

This commit is contained in:
Deadzi06
2026-08-09 19:50:33 +02:00
parent 0796d64a8d
commit 78130a3310
3 changed files with 87 additions and 21 deletions

View File

@@ -13,9 +13,8 @@ function HatBullet:init(x, y, dir, speed)
self.physics.direction = dir self.physics.direction = dir
-- Speed the bullet moves (pixels per frame at 30FPS) -- Speed the bullet moves (pixels per frame at 30FPS)
self.physics.speed = speed self.physics.speed = speed
self.collision = false self.collider = Hitbox(self, self.width*0.225, self.height*0.25, self.width*0.55, self.height*0.6)
self.destroy_on_hit = false
end end
function HatBullet:update() function HatBullet:update()
@@ -24,4 +23,9 @@ function HatBullet:update()
super.update(self) super.update(self)
end end
function HatBullet:getDebugInfo()
local info = super.getDebugInfo(self)
table.insert(info, "Collider: " .. self.collider.x, self.collider.y)
end
return HatBullet return HatBullet

View File

@@ -0,0 +1,57 @@
local HorizontalHats, super = Class(Wave)
function HorizontalHats:init()
super.init(self)
-- The duration of our wave, in seconds. (Defaults to `5`)
self.time = 7
self.count = 0
end
function HorizontalHats:onStart()
-- code here gets called at the start of the wave
-- create a bullet in the center of the screen
arena = Game.battle.arena
local x_positions = {arena.x - SCREEN_WIDTH/3.3, arena.x + SCREEN_WIDTH/3.3, arena.x - SCREEN_WIDTH/3.3}
local y_positions = {arena.y*0.73, arena.y*1, arena.y*1.25}
self.collider1 = LineCollider(self, x_positions[2] + 10, y_positions[1], x_positions[2] + 10, y_positions[3])
self.collider2 = LineCollider(self, x_positions[1] - 10, y_positions[1], x_positions[1] - 10, y_positions[3])
self.colliderGroup = ColliderGroup(self, {self.collider1, self.collider2})
for i = 1, 3, 1 do
local x = x_positions[i]
local y = y_positions[i]
self.bullets[i] = self:spawnBullet("hatbulllet", x, y, 0, 6.7)
self.bullets[i]:setScale(2.2)
if (i == 1 or i == 3) then
self.bullets[i].physics.direction = math.rad(0)
else
self.bullets[i].physics.direction = math.rad(180)
end
end
super.onStart(self)
end
function HorizontalHats:update()
-- code here gets called every frame
for i = 1, 3, 1 do
if (self.bullets[i]) then
if (self.bullets[i].collider:collidesWith(self.collider1) or self.bullets[i].collider:collidesWith(self.collider2)) then
self.bullets[i].physics.direction = self.bullets[i].physics.direction + math.rad(180)
end
end
end
super.update(self)
end
function HorizontalHats:draw()
super.draw(self)
if DEBUG_RENDER then
if (self.colliderGroup) then
self.colliderGroup:draw(0,1,0,1)
end
end
end
return HorizontalHats

View File

@@ -2,11 +2,9 @@ local StackingHats, super = Class(Wave)
function StackingHats:init() function StackingHats:init()
super.init(self) super.init(self)
-- The duration of our wave, in seconds. (Defaults to `5`) -- The duration of our wave, in seconds. (Defaults to `5`)
self.time = 10 self.time = 8
self.count = 0 self.count = 1
end end
function StackingHats:onStart() function StackingHats:onStart()
@@ -16,35 +14,42 @@ function StackingHats:onStart()
arenaX, arenaY = arena:getBottomLeft() arenaX, arenaY = arena:getBottomLeft()
arenaX2, arenaY2 = arena:getBottomRight() arenaX2, arenaY2 = arena:getBottomRight()
self.collider = LineCollider(self, arenaX, arenaY, arenaX2, arenaY2) self.collider = LineCollider(self, arenaX, arenaY, arenaX2, arenaY2)
self.timer:everyInstant(1, function() local collumn = {SCREEN_WIDTH/2*0.87, SCREEN_WIDTH/2, SCREEN_WIDTH/2*1.13}
local speed = 5
local x = SCREEN_WIDTH / 2 self.timer:everyInstant(0.75, function()
local x = collumn[math.random(3)]
local y = arena:getTop() * 0.5 local y = arena:getTop() * 0.5
self.bullets[self.count] = self:spawnBullet("hatbulllet", x, y) self.bullets[self.count] = self:spawnBullet("hatbulllet", x, y, math.rad(90), speed)
-- set the bullet's speed to 4 (pixels per 1/30th second)
self.bullets[self.count].physics.speed = 4
self.count = self.count + 1 self.count = self.count + 1
speed = speed * 1.029
end) end)
super.onStart(self) super.onStart(self)
end end
function StackingHats:update() function StackingHats:update()
-- code here gets called every frame -- code here gets called every frame
for i = 1, self.count, 1 do
for i = 0, self.count -1, 1 do if (self.bullets[i]) then
for j = 0, i-1, 1 do for j = 1, i-1, 1 do
if (i ~= j) then
if (self.bullets[i].collider:collidesWith(self.bullets[j])) then if (self.bullets[i].collider:collidesWith(self.bullets[j])) then
self.bullets[i].physics.speed = 0 self.bullets[i].physics.speed = 0
end end
end end
end
if (self.bullets[i].collider:collidesWith(self)) then if (self.bullets[i].collider:collidesWith(self)) then
self.bullets[i].physics.speed = 0 self.bullets[i].physics.speed = 0
end end
end end
end
super.update(self) super.update(self)
end end
function StackingHats:draw()
super.draw(self)
if DEBUG_RENDER then
if (self.collider) then
self.collider:draw(0,1,0,1)
end
end
end
return StackingHats return StackingHats