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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 enemies = {}
local enemy_radius = 0.025 local enemy_radius = 0.025
local enemy_min_shoot = 5 local enemy_min_shoot = 5
local enemy_max_shoot = 20 local enemy_max_shoot = 10
local window_width = nil local window_width = nil
local window_height = nil local window_height = nil
@ -62,23 +62,16 @@ function love.load()
setScreenDimensions(width, height) setScreenDimensions(width, height)
movePaddle(0) movePaddle(0)
spawnCities() spawnCities()
spawnEnemy(0.1, 0.1) spawnEnemy(0.1, 0.1, false)
spawnEnemy(0.2, 0.1) spawnEnemy(0.2, 0.1, true)
spawnEnemy(0.3, 0.1) spawnEnemy(0.3, 0.1, false)
spawnEnemy(0.4, 0.1) spawnEnemy(0.4, 0.1, true)
spawnEnemy(0.5, 0.1) spawnEnemy(0.5, 0.1, false)
spawnEnemy(0.6, 0.1) spawnEnemy(0.6, 0.1, true)
spawnEnemy(0.7, 0.1) spawnEnemy(0.7, 0.1, false)
spawnEnemy(0.8, 0.1) spawnEnemy(0.8, 0.1, true)
spawnEnemy(0.9, 0.1) spawnEnemy(0.9, 0.1, false)
spawnEnemy(0.15, 0.2) spawnEnemy(0.1, 0.3, true)
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)
end end
function spawnCities() function spawnCities()
@ -125,10 +118,11 @@ function spawnExplosion(x, y)
}) })
end end
function spawnEnemy(x, y) function spawnEnemy(x, y, active)
table.insert(enemies, { table.insert(enemies, {
x = x, x = x,
y = y, y = y,
active = active,
until_shoot = math.random() * (enemy_max_shoot - enemy_min_shoot), until_shoot = math.random() * (enemy_max_shoot - enemy_min_shoot),
alive = true alive = true
}) })
@ -209,6 +203,7 @@ function updateMissiles(dt)
table.remove(missile.history) table.remove(missile.history)
end end
end end
print(#missile.history)
end end
local i = 1 local i = 1
@ -277,12 +272,14 @@ function updateEnemies(dt)
while i <= #enemies do while i <= #enemies do
local enemy = enemies[i] local enemy = enemies[i]
if enemy.active then
enemy.until_shoot = enemy.until_shoot - dt enemy.until_shoot = enemy.until_shoot - dt
if enemy.until_shoot < 0 then if enemy.until_shoot < 0 then
enemy.until_shoot = enemy_min_shoot + math.random() * (enemy_max_shoot - enemy_min_shoot) enemy.until_shoot = enemy_min_shoot + math.random() * (enemy_max_shoot - enemy_min_shoot)
local target = cities[math.random(1, #cities)] local target = cities[math.random(1, #cities)]
spawnMissile(enemy.x, enemy.y, target.x, target.y, 0.2) spawnMissile(enemy.x, enemy.y, target.x, target.y, 0.2)
end end
end
if not enemy.alive then if not enemy.alive then
table.remove(enemies, i) table.remove(enemies, i)
@ -357,9 +354,9 @@ function drawMissiles()
local x, y = toScreenCoordinates(point.x, point.y) local x, y = toScreenCoordinates(point.x, point.y)
if missile.reflected then if missile.reflected then
love.graphics.setColor(1, 1, 0.5, visibility) love.graphics.setColor(1 * visibility, 1 * visibility, 0.5 * visibility)
else else
love.graphics.setColor(1, 0.4, 0, visibility) love.graphics.setColor(1 * visibility, 0.4 * visibility, 0 * visibility)
end end
love.graphics.line(from_x, from_y, x, y) love.graphics.line(from_x, from_y, x, y)
from_x = x from_x = x