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