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grenades.lua
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grenades.lua
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local GrenadeParticleManager = require('particleManager')
local gold = require('gold')
grenades = {}
explosions = {}
grenadeSprite = love.graphics.newImage('sprites/grenade.png')
grenadeTimer = globalTimer.new()
local bloodSystem = love.graphics.newParticleSystem(love.graphics.newImage('sprites/pfx/particle1.png'), 100)
bloodSystem:setParticleLifetime ( .05,.4 )
bloodSystem:setSizes(1, .5, .25)
bloodSystem:setSizeVariation ( .5 )
bloodSystem:setSpeed(30, 50)
local explosionSystem = love.graphics.newParticleSystem(love.graphics.newImage('sprites/pfx/particle3.png'), 1000)
explosionSystem:setParticleLifetime (.05, .4)
explosionSystem:setSizes(2, 1, 1.5, .5)
explosionSystem:setSpeed(60,80)
function spawnGrenade(game)
local grenade = {}
grenade.isGrenade = true
grenade.canCollide = true
grenade.x = player.x
grenade.y = player.y
grenade.v = 130
grenade.direction = player_angle()
grenade.vx = math.cos(grenade.direction - math.pi/2) * grenade.v
grenade.vy = math.sin(grenade.direction - math.pi/2) * grenade.v
grenade.rotation = player_angle()
grenade.rotFactor = 4
grenade.sprite = grenadeSprite
grenade.damage = 25
grenade.dmgRadius = 60
grenade.dead = false
grenade.bulletCollisions = true
grenade.time = .8
grenade.timer = grenadeTimer:new()
grenade.coll = HC.circle(grenade.x, grenade.y, grenade.sprite:getWidth()/2)
grenade.coll.parent = grenade
grenade.explode = function()
grenade.timer:clear()
grenade.dead = true
screenShake(.15, 3)
love.audio.play(soundFX.explosion)
spawnExplosion(grenade.x, grenade.y)
local p = GrenadeParticleManager.tempNew(grenade.x, grenade.y, explosionSystem:clone(), 2, 2)
GrenadeParticleManager.spawn(p.psys, 100, 0, math.pi * 2, 3)
for i,z in ipairs(zombies) do
if distanceBetween(grenade.x, grenade.y, z.x, z.y) <= grenade.dmgRadius then
game.textManager.grenadeDmgPopup(grenade, z)
GrenadeParticleManager.spawn(z.p.psys, math.random(12,24), grenade_angle(grenade, z) - math.pi/2 - math.pi/8, math.pi/4, 3)
z.zombieDamaged = true
shaderTimer:after(.08, function() z.zombieDamaged = false end)
z.healthBar.isHidden = false
z.health = z.health - grenade.damage
love.audio.stop(soundFX.zombies.hit)
love.audio.play(soundFX.zombies.hit)
if z.health <= 0 then
z.dead = true
game.totalKilled = game.totalKilled + 1
game.currentKilled = game.currentKilled + 1
gold:reward(z)
spawnXPReward(z)
powerupChance(z)
local deathP = GrenadeParticleManager.tempNew(z.x, z.y, bloodSystem:clone(), 3 + ((grenade.v * 5 - 250) / 100), 3)
GrenadeParticleManager.spawn(deathP.psys, math.random(24,36), grenade_angle(grenade, z) - math.pi/2 - math.pi/8, math.pi/4, 3)
spawnBlood(z.x,z.y)
end
end
end
end
grenade.timer:after(grenade.time, grenade.explode)
table.insert(grenades, grenade)
end
function drawGrenades()
GrenadeParticleManager.drawAll()
for i,g in ipairs(grenades) do
love.graphics.draw(g.sprite, g.x, g.y, g.rotation, 1, 1, grenadeSprite:getWidth()/2, grenadeSprite:getHeight()/2)
end
for i,e in ipairs(explosions) do
e.animation:draw(e.sprite, e.x, e.y, nil, 2, 2, 15.5, 15.5)
end
end
function grenadeUpdate(dt)
grenadeTimer:update(dt)
GrenadeParticleManager.updateAll(dt)
for i,g in ipairs(grenades) do
g.timer:update(dt)
local goalX = g.x + g.vx * dt
local goalY = g.y + g.vy * dt
g.coll:moveTo(goalX,goalY)
g.x, g.y = goalX,goalY
--Collisions--
local collisions = HC.collisions(g.coll)
for other, separating_vector in pairs(collisions) do
--zombie
if other.parent and other.parent.isZombie then
local collides, dx, dy = g.coll:collidesWith(other)
if collides and other.parent.collideable and g.canCollide == true then
g.canCollide = false
--TODO stuff
g.rotFactor = g.rotFactor / 4
if (dx < 0 and g.vx > 0) or (dx > 0 and g.vx < 0) then
g.vx = -g.vx * .01
end
if (dy < 0 and g.vy > 0) or (dy > 0 and g.vy < 0) then
g.vy = -g.vy * .01
end
end
end
--bullet
if other.parent and other.parent.isBullet then
local collides, dx, dy = g.coll:collidesWith(other)
if collides and other.parent and not other.parent.dead then
--do stuff
if g.bulletCollisions then
g.explode()
g.bulletCollisions = false
end
other.parent.dead = true
end
end
end
g.rotation = g.rotation + math.pi * g.rotFactor * dt
end
for i,e in ipairs(explosions) do
e.animation:update(dt)
end
for i=#grenades,1,-1 do
local g = grenades[i]
if g.x < 0 or g.y < 0 or g.x > love.graphics.getWidth() or g.y > love.graphics.getHeight() then
table.remove(grenades, i)
end
end
for i=#grenades,1,-1 do
local g = grenades[i]
if g.dead then
table.remove(grenades, i)
end
end
for i=#explosions,1,-1 do
local e = explosions[i]
if e.dead then
table.remove(explosions, i)
end
end
end
function spawnExplosion(x,y)
local explosion = {}
explosion.x = x
explosion.y = y
explosion.sprite = love.graphics.newImage('sprites/explosion.png')
explosion.grid = anim8.newGrid(31, 31, 236, 31, -3, -3, 3)
explosion.animation = anim8.newAnimation(explosion.grid("1-7",1), 0.05, 'pauseAtEnd')
explosion.dead = false
grenadeTimer:after(.35, function() explosion.dead = true end)
table.insert(explosions, explosion)
end