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No commits in common. "9ec3b93cc20e945f3cfbaceb5a5683cd565f4141" and "0e410d262d36a76ecb95b8c65eb93e5b1979f108" have entirely different histories.

1 changed files with 23 additions and 26 deletions

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@ -21,7 +21,7 @@ local explosion_duration = 0.4
local enemies = {}
local enemy_radius = 0.025
local enemy_min_shoot = 5
local enemy_max_shoot = 20
local enemy_max_shoot = 10
local window_width = nil
local window_height = nil
@ -62,23 +62,16 @@ function love.load()
setScreenDimensions(width, height)
movePaddle(0)
spawnCities()
spawnEnemy(0.1, 0.1)
spawnEnemy(0.2, 0.1)
spawnEnemy(0.3, 0.1)
spawnEnemy(0.4, 0.1)
spawnEnemy(0.5, 0.1)
spawnEnemy(0.6, 0.1)
spawnEnemy(0.7, 0.1)
spawnEnemy(0.8, 0.1)
spawnEnemy(0.9, 0.1)
spawnEnemy(0.15, 0.2)
spawnEnemy(0.25, 0.2)
spawnEnemy(0.35, 0.2)
spawnEnemy(0.45, 0.2)
spawnEnemy(0.55, 0.2)
spawnEnemy(0.65, 0.2)
spawnEnemy(0.75, 0.2)
spawnEnemy(0.85, 0.2)
spawnEnemy(0.1, 0.1, false)
spawnEnemy(0.2, 0.1, true)
spawnEnemy(0.3, 0.1, false)
spawnEnemy(0.4, 0.1, true)
spawnEnemy(0.5, 0.1, false)
spawnEnemy(0.6, 0.1, true)
spawnEnemy(0.7, 0.1, false)
spawnEnemy(0.8, 0.1, true)
spawnEnemy(0.9, 0.1, false)
spawnEnemy(0.1, 0.3, true)
end
function spawnCities()
@ -125,10 +118,11 @@ function spawnExplosion(x, y)
})
end
function spawnEnemy(x, y)
function spawnEnemy(x, y, active)
table.insert(enemies, {
x = x,
y = y,
active = active,
until_shoot = math.random() * (enemy_max_shoot - enemy_min_shoot),
alive = true
})
@ -209,6 +203,7 @@ function updateMissiles(dt)
table.remove(missile.history)
end
end
print(#missile.history)
end
local i = 1
@ -277,11 +272,13 @@ function updateEnemies(dt)
while i <= #enemies do
local enemy = enemies[i]
enemy.until_shoot = enemy.until_shoot - dt
if enemy.until_shoot < 0 then
enemy.until_shoot = enemy_min_shoot + math.random() * (enemy_max_shoot - enemy_min_shoot)
local target = cities[math.random(1, #cities)]
spawnMissile(enemy.x, enemy.y, target.x, target.y, 0.2)
if enemy.active then
enemy.until_shoot = enemy.until_shoot - dt
if enemy.until_shoot < 0 then
enemy.until_shoot = enemy_min_shoot + math.random() * (enemy_max_shoot - enemy_min_shoot)
local target = cities[math.random(1, #cities)]
spawnMissile(enemy.x, enemy.y, target.x, target.y, 0.2)
end
end
if not enemy.alive then
@ -357,9 +354,9 @@ function drawMissiles()
local x, y = toScreenCoordinates(point.x, point.y)
if missile.reflected then
love.graphics.setColor(1, 1, 0.5, visibility)
love.graphics.setColor(1 * visibility, 1 * visibility, 0.5 * visibility)
else
love.graphics.setColor(1, 0.4, 0, visibility)
love.graphics.setColor(1 * visibility, 0.4 * visibility, 0 * visibility)
end
love.graphics.line(from_x, from_y, x, y)
from_x = x