require("../lib/helpers") Ovella = {} local OvellaMT = {__index = Ovella} function Ovella:new(id, x, y) local instance = {} instance.id = id instance.sprite = love.graphics.newImage("img/ovella.png") instance.width = instance.sprite:getWidth() instance.height = instance.sprite:getHeight() instance.x = x-instance.width/2 instance.y = y-instance.height/2 instance.speed = 1 return setmetatable(instance, OvellaMT) end function Ovella:update(pastor, cercado) -- vector local X = pastor.x - self.x; local Y = pastor.y - self.y; distancia = math.sqrt(math.pow(X, 2) + math.pow(Y, 2)); --normalizase o vector X = X / distancia; Y = Y / distancia; -- redondease ó int máis cercano if X < 0 then X = math.floor(X - 0.5); else X = math.floor(X + 0.5); end if Y < 0 then Y = math.floor(Y - 0.5); else Y = math.floor(Y + 0.5); end -- velocidade dX = X * self.speed; dY = Y * self.speed; if distancia < DISTANCIA then -- movemento -- FIXME comprobar que non se vai de marxenes e non choca con muros -- print(Helpers:CheckCollision(self, cercado)) -- comprobaría con todo o cercado futuro = {} futuro.x = self.x - dX; futuro.y = self.y - dY; futuro.width = self.width--/3; futuro.height = self.height--/3; -- futuraOvella = Ovella:new(self.id, self.x-dX, self.y-dY) -- comprobar colisios con cada baldosa do cercado local colision = false for y = 1,cercado.filas do for x = 1,cercado.columnas do if cercado.tiles[y][x] ~= 'x' then -- print(Helpers:CheckCollision(self, cercado.tiles[y][x])) -- if Helpers:CheckCollision(futuro, cercado.tiles[y][x]) then if Helpers:CheckCollision( cercado.tiles[y][x],futuro) then colision = true end end end end if not colision then -- Establece a nova posición self.x = self.x - dX; self.y = self.y - dY; end end end function Ovella:draw() love.graphics.draw(self.sprite, self.x, self.y) end return Ovella