Make enemies killable
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c12d3f7bf0
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@ -60,8 +60,16 @@ function love.load()
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setScreenDimensions(width, height)
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movePaddle(0)
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spawnCities()
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spawnEnemy(0.5, 0.1)
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spawnEnemy(0.1, 0.3)
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spawnEnemy(0.1, 0.1, false)
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spawnEnemy(0.2, 0.1, true)
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spawnEnemy(0.3, 0.1, false)
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spawnEnemy(0.4, 0.1, true)
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spawnEnemy(0.5, 0.1, false)
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spawnEnemy(0.6, 0.1, true)
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spawnEnemy(0.7, 0.1, false)
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spawnEnemy(0.8, 0.1, true)
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spawnEnemy(0.9, 0.1, false)
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spawnEnemy(0.1, 0.3, true)
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end
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function spawnCities()
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@ -107,11 +115,13 @@ function spawnExplosion(x, y)
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})
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end
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function spawnEnemy(x, y)
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function spawnEnemy(x, y, active)
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table.insert(enemies, {
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x = x,
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y = y,
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until_shoot = math.random() * (enemy_max_shoot - enemy_min_shoot)
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active = active,
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until_shoot = math.random() * (enemy_max_shoot - enemy_min_shoot),
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alive = true
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})
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end
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@ -164,6 +174,20 @@ function updateMissiles(dt)
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end
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end
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if missile.reflected then
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for _, enemy in ipairs(enemies) do
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local dx = enemy.x - missile.x
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local dy = enemy.y - missile.y
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local distance = math.sqrt(dx * dx + dy * dy)
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if distance < enemy_radius then
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spawnExplosion(missile.x, missile.y)
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-- Freeze the missile in-place
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missile.dx = 0
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missile.dy = 0
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end
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end
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end
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if collided then
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table.insert(missile.history, 1, {
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x = missile.x,
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@ -205,6 +229,16 @@ function updateExplosions(dt)
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end
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end
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-- Destroy enemies within range
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for _, enemy in ipairs(enemies) do
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local dx = enemy.x - explosion.x
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local dy = enemy.y - explosion.y
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local distance = math.sqrt(dx * dx + dy * dy)
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if distance < explosion.radius + enemy_radius then
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enemy.alive = false
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end
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end
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explosion.remaining = explosion.remaining - dt
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if explosion.remaining < explosion_duration * 0.2 then
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@ -228,12 +262,23 @@ function updateExplosions(dt)
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end
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function updateEnemies(dt)
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for _, enemy in ipairs(enemies) do
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enemy.until_shoot = enemy.until_shoot - dt
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if enemy.until_shoot < 0 then
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enemy.until_shoot = enemy_min_shoot + math.random() * (enemy_max_shoot - enemy_min_shoot)
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local target = cities[math.random(1, #cities)]
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spawnMissile(enemy.x, enemy.y, target.x, target.y, 0.2)
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local i = 1
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while i <= #enemies do
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local enemy = enemies[i]
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if enemy.active then
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enemy.until_shoot = enemy.until_shoot - dt
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if enemy.until_shoot < 0 then
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enemy.until_shoot = enemy_min_shoot + math.random() * (enemy_max_shoot - enemy_min_shoot)
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local target = cities[math.random(1, #cities)]
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spawnMissile(enemy.x, enemy.y, target.x, target.y, 0.2)
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end
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end
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if not enemy.alive then
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table.remove(enemies, i)
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else
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i = i + 1
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end
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end
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end
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