1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651
|
function drawHealthBar(x,y, health, max_health)
local length = math.floor((health/max_health)*16+0.5)
lg.draw(img.enemy_healthbar, quad.enemy_healthbar_base, x-10, y, 0, 1, 1, 0, 4)
lg.draw(img.enemy_healthbar, quad.enemy_healthbar_bar, x-8, y, 0, length, 1, 0, 2)
end
-- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-- % Normal enemy %
-- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
NormalEnemy = { MOVE_SPEED = 80, FIRE_SPAWN_MIN = 7,FIRE_SPAWN_MAX = 25,
MAX_HEALTH = 1.3, SCORE = 100, RECOVER_TIME = 0.7 }
NormalEnemy.__index = NormalEnemy
local EN_RUN, EN_HIT, EN_RECOVER, EN_IDLE, EN_JUMPING, EN_SHOOT = 0,1,2,3,4,5
local lg = love.graphics
function NormalEnemy.create(x,y)
local self = setmetatable({}, NormalEnemy)
self.alive = true
self.hit = false -- true if hit since last update
self.x = x
self.y = y
self.dir = 1
self.health = self.MAX_HEALTH
self.state = EN_RUN
self.time = 0
self.nextFire = math.random(self.FIRE_SPAWN_MIN, self.FIRE_SPAWN_MAX)
self.anims = {}
self.anims[EN_RUN] = newAnimation(img.enemy_normal_run, 16, 26, 0.13, 4)
self.anims[EN_HIT] = newAnimation(img.enemy_normal_hit, 16, 26, 0.12, 2)
self.anims[EN_RECOVER] = newAnimation(img.enemy_normal_recover, 16, 26, 0.07, 4)
self.anim = self.anims[self.state]
return self
end
function NormalEnemy:update(dt)
-- Running state
if self.state == EN_RUN then
local oldx = self.x
self.x = self.x + self.dir*self.MOVE_SPEED*dt
-- Collide with walls
if map:collidePoint(self.x + self.dir*7, self.y-13) == true then
self.dir = self.dir*-1
self.x = oldx
end
-- Collide with objects
for i,v in ipairs(map.objects) do
if v.solid == true then
if self:collideBox(v:getBBox()) then
self.x = oldx
self.dir = self.dir*-1
break
end
end
end
-- Check if it can spawn a fire
self.nextFire = self.nextFire - dt
if self.nextFire <= 0 then
map:addFire(math.floor(self.x/16), math.floor((self.y-4)/16))
self.nextFire = math.random(self.FIRE_SPAWN_MIN, self.FIRE_SPAWN_MAX)
end
-- Getting hit
elseif self.state == EN_HIT then
if self.hit == false then
self.state = EN_RECOVER
self.anim = self.anims[EN_RECOVER]
self.time = self.RECOVER_TIME
end
-- Recovering
elseif self.state == EN_RECOVER then
self.time = self.time - dt
if self.time < 0 then
self.state = EN_RUN
self.anim = self.anims[EN_RUN]
end
end
self.anim:update(dt)
self.hit = false
end
function NormalEnemy:draw()
self.flx = math.floor(self.x)
self.fly = math.floor(self.y)
self.anim:draw(self.flx, self.fly, 0, self.dir,1, 8, 26)
if self.hit == true then
drawHealthBar(self.flx, self.fly - 30, self.health, self.MAX_HEALTH)
end
end
function NormalEnemy:drawLight()
lg.draw(img.light_fire, quad.light_fire[(self.anim.position-1)%5], self.x-45, self.y-57)
end
function NormalEnemy:collideBox(bbox)
if self.x-5 > bbox.x+bbox.w or self.x+5 < bbox.x
or self.y-15 > bbox.y+bbox.h or self.y < bbox.y then
return false
else
return true
end
end
function NormalEnemy:shot(dt,dir)
self.dir = -1*dir
self.state = EN_HIT
self.anim = self.anims[EN_HIT]
self.hit = true
self.health = self.health - dt
if self.health <= 0 then
map:addParticle(BlackSmoke.create(self.x, self.y-8))
self.alive = false
playSound("enemydie")
score = score + self.SCORE
stats[1] = stats[1] + 1
end
end
function NormalEnemy:getBBox()
return {x = self.x-5, y = self.y-15, w = 10, h = 15}
end
-- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-- % Angry Normal enemy %
-- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
AngryNormalEnemy = { SCORE = 200, MAX_HEALTH = 1.8, RECOVER_TIME = 0.35 }
AngryNormalEnemy.__index = AngryNormalEnemy
setmetatable(AngryNormalEnemy, NormalEnemy)
function AngryNormalEnemy.create(x,y)
local self = NormalEnemy.create(x,y)
setmetatable(self, AngryNormalEnemy)
self.health = self.MAX_HEALTH
self.anims[EN_RUN].img = img.enemy_angrynormal_run
self.anims[EN_HIT].img = img.enemy_angrynormal_hit
self.anims[EN_RECOVER].img = img.enemy_angrynormal_recover
self.anim = self.anims[self.state]
return self
end
function AngryNormalEnemy:update(dt)
NormalEnemy.update(self,dt)
if self.state == EN_RUN then
-- Follow player if in line of sight
local xdist = math.abs(self.x-player.x)
local ydist = math.abs(self.y-player.y)
if ydist < 64 and xdist < 256 and xdist > 16 then
if map:lineOfSight(self.x,self.y-12, player.x,player.y-12) then
self.dir = math.sign(player.x-self.x)
end
end
end
end
-- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-- % Jumper enemy %
-- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
JumperEnemy = { MOVE_SPEED = 100, JUMP_DELAY = 1, JUMP_POWER = 150, MAX_HEALTH = 1.3, SCORE = 125,
GRAVITY = 350, corners = {-6, 6, -24, -0.5 }, MIN_FIRE_TIME = 3, MAX_FIRE_TIME = 13}
JumperEnemy.__index = JumperEnemy
function JumperEnemy.create(x,y)
local self = setmetatable({}, JumperEnemy)
self.alive = true
self.hit = false -- true if hit since last update
self.x = x
self.y = y
self.speed = 0
self.yspeed = 0
self.dir = (math.random(2)-1)*-2+1 -- either 1 or -1
self.health = self.MAX_HEALTH
self.state = EN_IDLE
self.nextJump = self.JUMP_DELAY*math.random()
self.nextFire = math.random(self.MIN_FIRE_TIME, self.MAX_FIRE_TIME)
self.anims = {}
self.anims[EN_JUMPING] = newAnimation(img.enemy_jumper_jump, 16, 32, 0.12, 3)
self.anims[EN_IDLE] = self.anims[EN_JUMPING]
self.anim = self.anims[self.state]
return self
end
function JumperEnemy:update(dt)
if self.state == EN_IDLE then
self.nextJump = self.nextJump - dt
if self.nextJump <= 0 then
self.state = EN_JUMPING
self.yspeed = -self.JUMP_POWER
end
elseif self.state == EN_JUMPING then
self.xspeed = self.MOVE_SPEED*self.dir
self.x = self.x + self.xspeed*dt
if collideX(self) == true then
self.dir = self.dir*-1
end
self.yspeed = self.yspeed + self.GRAVITY*dt
self.y = self.y + self.yspeed*dt
if collideY(self) == true then
if self.yspeed > 0 then
self.nextFire = self.nextFire - 1
if self.nextFire <= 0 then
self.nextFire = math.random(self.MIN_FIRE_TIME, self.MAX_FIRE_TIME)
map:addFire(math.floor(self.x/16), math.floor((self.y-8)/16))
end
self.state = EN_IDLE
self.nextJump = self.JUMP_DELAY
end
self.yspeed = 0
end
end
self.anim:update(dt)
self.hit = false
end
function JumperEnemy:draw()
self.flx = math.floor(self.x)
self.fly = math.floor(self.y)
if self.state == EN_IDLE then
if self.nextJump < self.JUMP_DELAY/1.5 then
self.anim:draw(self.flx, self.fly, 0, self.dir, 1,8, 32, 2, self.hit and img.enemy_jumper_hit)
else
self.anim:draw(self.flx, self.fly, 0, self.dir, 1,8, 32, 3, self.hit and img.enemy_jumper_hit)
end
elseif self.state == EN_JUMPING then
self.anim:draw(self.flx, self.fly, 0, self.dir, 1,8, 32, 1, self.hit and img.enemy_jumper_hit)
end
if self.hit == true then
drawHealthBar(self.flx, self.fly - 36, self.health, self.MAX_HEALTH)
end
end
function JumperEnemy:drawLight()
lg.draw(img.light_fire, quad.light_fire[(self.anim.position-1)%5], self.x-45, self.y-62)
end
function JumperEnemy:collideBox(bbox)
if self.x-5 > bbox.x+bbox.w or self.x+5 < bbox.x
or self.y-23 > bbox.y+bbox.h or self.y < bbox.y then
return false
else
return true
end
end
function JumperEnemy:shot(dt,dir)
self.hit = true
self.health = self.health - dt
if self.health <= 0 then
self.alive = false
playSound("enemydie")
map:addParticle(BlackSmoke.create(self.x, self.y-14))
score = score + self.SCORE
stats[1] = stats[1] + 1
end
end
function JumperEnemy:getBBox()
return {x = self.x-5, y = self.y-23, w = 10, h = 23}
end
-- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-- % Angry Jumper enemy %
-- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
AngryJumperEnemy = { MAX_HEALTH = 1.8, MIN_FIRE_TIME = 3, MAX_FIRE_TIME = 8, SCORE = 200 }
AngryJumperEnemy.__index = AngryJumperEnemy
setmetatable(AngryJumperEnemy, JumperEnemy)
function AngryJumperEnemy.create(x,y)
local self = JumperEnemy.create(x,y)
setmetatable(self, AngryJumperEnemy)
self.health = self.MAX_HEALTH
self.anims[EN_JUMPING].img = img.enemy_angryjumper_jump
return self
end
function AngryJumperEnemy:update(dt)
JumperEnemy.update(self,dt)
if self.state == EN_IDLE then
-- Follow player if in line of sight
local xdist = math.abs(self.x-player.x)
local ydist = math.abs(self.y-player.y)
if ydist < 64 and xdist < 256 and xdist > 16 then
if map:lineOfSight(self.x,self.y-12, player.x,player.y-12) then
self.dir = math.sign(player.x-self.x)
end
end
end
end
function AngryJumperEnemy:draw()
self.flx = math.floor(self.x)
self.fly = math.floor(self.y)
if self.state == EN_IDLE then
if self.nextJump < self.JUMP_DELAY/1.5 then
self.anim:draw(self.flx, self.fly, 0, self.dir, 1,8, 32, 2, self.hit and img.enemy_angryjumper_hit)
else
self.anim:draw(self.flx, self.fly, 0, self.dir, 1,8, 32, 3, self.hit and img.enemy_angryjumper_hit)
end
elseif self.state == EN_JUMPING then
self.anim:draw(self.flx, self.fly, 0, self.dir, 1,8, 32, 1, self.hit and img.enemy_angryjumper_hit)
end
if self.hit == true then
drawHealthBar(self.flx, self.fly - 36, self.health, self.MAX_HEALTH)
end
end
-- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-- % Volcano enemy %
-- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
VolcanoEnemy = { MOVE_SPEED = 60, MAX_HEALTH = 1.6, SHOOT_DELAY = 2, SHOT_COUNT = 4, SCORE = 200 }
VolcanoEnemy.__index = VolcanoEnemy
function VolcanoEnemy.create(x,y)
local self = setmetatable({}, VolcanoEnemy)
self.alive = true
self.hit = false -- true if hit since last update
self.x = x
self.y = y
self.dir = 1
self.nextShot = math.random()*2*self.SHOOT_DELAY
self.health = self.MAX_HEALTH
self.state = EN_RUN
self.anims = {}
self.anims[EN_RUN] = newAnimation(img.enemy_volcano_run, 16, 32, 0.17, 4)
self.anim = self.anims[self.state]
return self
end
function VolcanoEnemy:update(dt)
-- Running state
local oldx = self.x
self.x = self.x + self.dir*self.MOVE_SPEED*dt
if map:collidePoint(self.x + self.dir*7, self.y-13) == true then
self.dir = self.dir*-1
self.x = oldx
end
for i,v in ipairs(map.objects) do
if v.solid == true then
if self:collideBox(v:getBBox()) then
self.x = oldx
self.dir = self.dir*-1
break
end
end
end
self.nextShot = self.nextShot - dt
if self.nextShot < 0 then
self.nextShot = self.SHOOT_DELAY
for i=0,self.SHOT_COUNT-1 do
local xsp = self.dir*self.MOVE_SPEED - 60+i*40
table.insert(map.enemies, Fireball.create(self.x, self.y-27, xsp))
end
end
self.anim:update(dt)
self.hit = false
end
function VolcanoEnemy:draw()
self.flx = math.floor(self.x)
self.fly = math.floor(self.y)
if self.nextShot < 0.05 or self.nextShot > self.SHOOT_DELAY-0.5 then
self.anim:draw(self.flx, self.fly, 0, self.dir,1, 8, 32, nil, img.enemy_volcano_shoot)
else
if self.hit == false then
self.anim:draw(self.flx, self.fly, 0, self.dir,1, 8, 32)
else
self.anim:draw(self.flx, self.fly, 0, self.dir,1, 8, 32, nil, img.enemy_volcano_hit)
end
end
if self.hit == true then
drawHealthBar(self.flx, self.fly - 36, self.health, self.MAX_HEALTH)
end
end
function VolcanoEnemy:drawLight()
lg.draw(img.light_fire, quad.light_fire[(self.anim.position-1)%5], self.x-45, self.y-60)
end
function VolcanoEnemy:shot(dt,dir)
self.hit = true
self.health = self.health - dt
if self.health <= 0 then
map:addParticle(BlackSmoke.create(self.x, self.y-8))
self.alive = false
playSound("enemydie")
score = score + self.SCORE
stats[1] = stats[1] + 1
end
end
function VolcanoEnemy:collideBox(bbox)
if self.x-5 > bbox.x+bbox.w or self.x+5 < bbox.x
or self.y-15 > bbox.y+bbox.h or self.y < bbox.y then
return false
else
return true
end
end
function VolcanoEnemy:getBBox()
return {x = self.x-5, y = self.y-15, w = 10, h = 15}
end
-- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-- % Angry Volcano enemy %
-- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%
AngryVolcanoEnemy = { MAX_HEALTH = 1.9, SCORE = 300 }
AngryVolcanoEnemy.__index = AngryVolcanoEnemy
setmetatable(AngryVolcanoEnemy, VolcanoEnemy)
function AngryVolcanoEnemy.create(x,y)
local self = VolcanoEnemy.create(x,y)
setmetatable(self, AngryVolcanoEnemy)
self.health = self.MAX_HEALTH
self.anims[EN_RUN].img = img.enemy_angryvolcano_run
return self
end
function AngryVolcanoEnemy:update(dt)
VolcanoEnemy.update(self,dt)
-- Shoot faster if player is in line of sight
local xdist = math.abs(self.x-player.x)
local ydist = math.abs(self.y-player.y)
if ydist < 64 and xdist < 256 and xdist > 16 then
if map:lineOfSight(self.x,self.y-12, player.x,player.y-12) then
self.nextShot = self.nextShot - dt
end
end
end
function AngryVolcanoEnemy:draw()
self.flx = math.floor(self.x)
self.fly = math.floor(self.y)
if self.nextShot < 0.05 or self.nextShot > self.SHOOT_DELAY-0.5 then
self.anim:draw(self.flx, self.fly, 0, self.dir,1, 8, 32, nil, img.enemy_angryvolcano_shoot)
else
if self.hit == false then
self.anim:draw(self.flx, self.fly, 0, self.dir,1, 8, 32)
else
self.anim:draw(self.flx, self.fly, 0, self.dir,1, 8, 32, nil, img.enemy_angryvolcano_hit)
end
end
if self.hit == true then
drawHealthBar(self.flx, self.fly - 36, self.health, self.MAX_HEALTH)
end
end
-- %%%%%%%%%%%%%%%%%%%%%%%%%
-- % Thief enemy %
-- %%%%%%%%%%%%%%%%%%%%%%%%%
ThiefEnemy = { MOVE_SPEED = 120, MAX_HEALTH = 1.5, SCORE = 350 }
ThiefEnemy.__index = ThiefEnemy
setmetatable(ThiefEnemy, NormalEnemy)
function ThiefEnemy.create(x,y)
local self = setmetatable({}, ThiefEnemy)
self.alive = true
self.hit = false -- true if hit since last update
self.x = x
self.y = y
self.dir = 1
self.health = self.MAX_HEALTH
self.state = EN_RUN
self.time = 0
self.nextFire = math.random(self.FIRE_SPAWN_MIN, self.FIRE_SPAWN_MAX)
self.anims = {}
self.anims[EN_RUN] = newAnimation(img.enemy_thief_run, 18, 32, 0.13, 4)
self.anims[EN_HIT] = newAnimation(img.enemy_thief_hit, 18, 32, 0.12, 2)
self.anims[EN_RECOVER] = newAnimation(img.enemy_thief_recover, 18, 32, 0.07, 4)
self.anim = self.anims[self.state]
return self
end
function ThiefEnemy:update(dt)
NormalEnemy.update(self,dt)
if self.state == EN_RUN then
-- Follow player if in line of sight
local xdist = math.abs(self.x-player.x)
local ydist = math.abs(self.y-player.y)
if ydist < 64 and xdist < 256 and xdist > 16 then
if map:lineOfSight(self.x,self.y-12, player.x,player.y-12) then
self.dir = math.sign(player.x-self.x)
end
end
-- Check collision with player
if player:collideBox(self:getBBox()) == true then
if player:stealItem() == true then
map:addParticle(PopupText.create("theft"))
end
map:addFire(math.floor(self.x/16), math.floor((self.y-4)/16))
map:addParticle(BlackSmoke.create(self.x, self.y-8))
map:addParticle(BlackSmoke.create(self.x-6, self.y-18))
map:addParticle(BlackSmoke.create(self.x+6, self.y-18))
self.alive = false
end
end
end
function ThiefEnemy:draw()
self.flx = math.floor(self.x)
self.fly = math.floor(self.y)
self.anim:draw(self.flx, self.fly, 0, self.dir,1, 9, 32)
if self.hit == true then
drawHealthBar(self.flx, self.fly - 36, self.health, self.MAX_HEALTH)
end
end
-- %%%%%%%%%%%%%%%%%%%%%%%%%%
-- % Fireball %
-- %%%%%%%%%%%%%%%%%%%%%%%%%%
Fireball = { FIRE_ODDS = 25, SCORE = 10, GRAVITY = 350 }
Fireball.__index = Fireball
function Fireball.create(x,y,xspeed)
local self = setmetatable({}, Fireball)
self.alive = true
self.x = x
self.y = y
self.flx = math.floor(self.x)
self.fly = math.floor(self.y)
self.frame = math.random(0,3)
self.frametime = math.random()*0.10
self.xspeed = xspeed or math.random(-60,60)
self.yspeed = yspeed or -math.random(100,150)
return self
end
function Fireball:update(dt)
-- Update position
self.yspeed = self.yspeed + self.GRAVITY*dt
self.x = self.x + self.xspeed*dt
self.y = self.y + self.yspeed*dt
-- Check collision with walls/floor and bounds
local cx, cy = math.floor(self.x/16), math.floor(self.y/16)
if self.y > MAPH+32 or map:collideCell(cx, cy) == true then
if self.yspeed > 0 then
local id = map:get(cx, cy)
if id >= 1 and id <= 5 and math.random(self.FIRE_ODDS) == 1 then
map:addFire(cx, cy-1)
end
end
self.alive = false
map:addParticle(SmallBlackSmoke.create(self.x, self.y-1))
end
-- Check collision with objects
for i,v in ipairs(map.objects) do
if v.solid == true then
if self:collideBox(v:getBBox()) then
self.alive = false
map:addParticle(SmallBlackSmoke.create(self.x, self.y))
end
end
end
-- Update frame
self.frametime = self.frametime + dt
if self.frametime > 0.10 then
self.frametime = self.frametime % 0.10
self.frame = (self.frame + 1) % 4
end
end
function Fireball:shot()
self.alive = false
map:addParticle(SmallBlackSmoke.create(self.x, self.y-1))
score = score + self.SCORE
stats[1] = stats[1] + 1
end
function Fireball:draw()
self.flx = math.floor(self.x)
self.fly = math.floor(self.y)
lg.draw(img.enemy_fireball, quad.fireball[self.frame], self.x, self.y, 0, 1, 1, 4, 4)
end
function Fireball:drawLight()
lg.draw(img.light_fireball, quad.light_fireball[self.frame], self.x, self.y, 0, 1,1, 16, 16)
end
function Fireball:collideBox(bbox)
if self.x-3 > bbox.x+bbox.w or self.x+3 < bbox.x
or self.y-3 > bbox.y+bbox.h or self.y+3 < bbox.y then
return false
else
return true
end
end
function Fireball:getBBox()
return {x = self.x-3, y = self.y-3, w = 6, h = 6}
end
|