aboutsummaryrefslogtreecommitdiff
path: root/enemies.lua
diff options
context:
space:
mode:
authorChris Bradley <1029chris@gmail.com>2022-02-20 20:43:42 -0800
committerChris Bradley <1029chris@gmail.com>2022-02-20 20:43:42 -0800
commit851375b7063ff90b83a68351bfca80e920b9cfd2 (patch)
tree8cfd643c671e7923e00d093cc4a3dfb2f6ce06e8 /enemies.lua
parent531734dc2de04741ce1c9c8442718614c47bffd4 (diff)
Token hunted by changing the targetplayer from an index to the actual player
Diffstat (limited to 'enemies.lua')
-rw-r--r--enemies.lua19
1 files changed, 9 insertions, 10 deletions
diff --git a/enemies.lua b/enemies.lua
index 95306f5..43a18b9 100644
--- a/enemies.lua
+++ b/enemies.lua
@@ -246,12 +246,11 @@ function addtargetingenemy(x, y, speed)
enemy.x -= speed
if enemy.shootcooldown < 0 and currentwavetime%1.5>1.2 then
enemy.shootcooldown = 0.1
- local player = players[targetplayer]
- if enemy.x < canshootatx and player.x < enemy.x+30 then --math involving a distance check to get the proper velocity for aiming
- local distancetarget = sqrt((player.x - enemy.x)^2+(player.y - enemy.y)^2)
- local velxtarget = (player.x - enemy.x)/distancetarget
- local velytarget = (player.y - enemy.y)/distancetarget
- addbullet(enemy.x-3, enemy.y, velxtarget, velytarget) -- shoot if on screen
+ if enemy.x < canshootatx and targetplayer.x < enemy.x+30 then --math involving a distance check to get the proper velocity for aiming
+ local distance = sqrt((targetplayer.x - enemy.x)^2+(targetplayer.y - enemy.y)^2)
+ local velx = (targetplayer.x - enemy.x)/distance
+ local vely = (targetplayer.y - enemy.y)/distance
+ addbullet(enemy.x-3, enemy.y, velx, vely) -- shoot if on screen
sfx(15,2) -- play shoot sound if on screen
end
end
@@ -536,8 +535,8 @@ function addmissileboss(x, y) --boss that shoots missiles!!!
if currentwavetime%18 > 8 and currentwavetime%20 < 12 then
enemy.targety = everysecondtimer\0.501*96
elseif currentwavetime%18 > 17.3 then --INTIMIDATION TACTICS!!!!!
- enemy.targety = players[targetplayer].y
- enemy.targetx = players[targetplayer].x+24
+ enemy.targety = targetplayer.y
+ enemy.targetx = targetplayer.x+24
enemy.shootcooldown = 0.8
end
enemy.x = lerp(enemy.x, enemy.targetx, enemy.speed)
@@ -549,13 +548,13 @@ function addmissileboss(x, y) --boss that shoots missiles!!!
end
if enemy.shootcooldown < 0 then
enemy.shootcooldown = 0.6 + rnd(0.6)
- if enemy.x < canshootatx and players[targetplayer] ~= nil then
+ if enemy.x < canshootatx then
local offsetmissleboss = 2
if currentwavetime%2 > 1 then offsetmissleboss = 30 end
addmissile(enemy.x, enemy.y+offsetmissleboss, targetplayer)
if enemy.health < 11 then
sfx(15,2)
- addbullet(enemy.x,enemy.y+16,(players[targetplayer].x-enemy.x)/70,(players[targetplayer].y-enemy.y-16)/70)
+ addbullet(enemy.x,enemy.y+16,(targetplayer.x-enemy.x)/70,(targetplayer.y-enemy.y-16)/70)
-- ERROR attempting to find a non existant player
end
enemy.speed += 0.001