Add death fx (particles; fall through screen)
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main.lua
121
main.lua
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@ -19,15 +19,15 @@ function love.load ()
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vScale = 0
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maxScore = 0
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psystem = nil
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love.graphics.setDefaultFilter("nearest", "nearest", 0)
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bg = love.graphics.newImage("art/bg/sky.png")
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a_ttf = love.graphics.newFont("art/font/alagard.ttf")
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lifeText = love.graphics.newText(a_ttf, "Press Enter")
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waveText = love.graphics.newText(a_ttf, "")
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bigText = love.graphics.newText(a_ttf, "Bats & Pray")
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-- for compliance with Statute 43.5 (2019); all birds must report births to local Officials
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birdRegistry = {}
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end
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@ -102,6 +102,8 @@ end
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-- LOAD
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--------------------
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function menu_load ()
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mode = menu
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psystem = nil
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waveText:set("[Enter]")
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lifeText:set("")
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bigText:set("Bats & Pray")
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@ -139,6 +141,7 @@ end
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--------------------
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function gameover_load ()
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mode = gameover
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psystem = nil
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lifeText:set("High Score")
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waveText:set(" " .. maxScore)
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bigText:set("Game Over")
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@ -154,6 +157,7 @@ end
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-- DRAW
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--------------------
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function gameover_draw ()
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game_draw()
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end
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--------------------
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@ -184,6 +188,16 @@ function game_load ()
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player = Bat:new()
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birdRegistry = {}
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-- death particles
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ded = love.graphics.newImage("art/sprites/particle.png")
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psystem = love.graphics.newParticleSystem(ded, 30)
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psystem:setParticleLifetime(1) -- Particles live at least 2s and at most 5s.
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psystem:setSizeVariation(1)
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psystem:setEmissionRate(0)
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psystem:setLinearAcceleration(-200, -200, 200, 200) -- Random movement in all directions.
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psystem:setSpeed(40, 50)
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psystem:setColors(1, 1, 1, 1, 1, 1, 1, 0)
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end
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--------------------
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@ -191,13 +205,16 @@ end
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--------------------
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function game_update ( dt )
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bird_n = table.maxn( birdRegistry )
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psystem:update ( dt )
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if ( bird_n == 0 ) then
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nextWave()
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end
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for i = 1,bird_n do
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birdRegistry[i]:update( dt )
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if ( false == birdRegistry[i]:update( dt ) ) then
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break
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end
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end
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player:update( dt )
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@ -212,6 +229,10 @@ function game_draw ()
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birdRegistry[i]:draw()
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end
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player:draw()
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if ( psystem ) then
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love.graphics.draw(psystem)
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end
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end
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--------------------
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@ -247,14 +268,6 @@ function game_keyreleased (key)
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end
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end
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----------------------------------------
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-- DRAW
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----------------------------------------
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----------------------------------------
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-- FLIER entity superclass
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@ -270,6 +283,7 @@ function Flier:initialize ( x, y, actor )
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self.moving = false
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self.flying = 0
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self.actor = actor
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self.living = true
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end
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-- generic flier update: physics
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@ -296,8 +310,13 @@ end
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-- "physics"
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--------------------
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function Flier:physics ( dt )
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self:physics_x( dt )
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self:physics_y( dt )
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if ( self.living ) then
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self:physics_x( dt )
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self:physics_y( dt )
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return true
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else
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return self:physics_dead( dt )
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end
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end
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-- physics on the x-axis
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@ -346,7 +365,7 @@ function Flier:physics_y ( dt )
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self.y_vel = self.y_vel + gravity
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end
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-- if on ground; stop gravity
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-- if on ground; flap your wings
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if ( self.y > floor ) then
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self.y = floor
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self.flying = 2
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@ -355,6 +374,18 @@ function Flier:physics_y ( dt )
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self.y = self.y + self.y_vel * dt
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end
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function Flier:physics_dead ( dt )
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-- ignore all input, fall through bottom
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gravity = 2
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self.y_vel = self.y_vel + gravity
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self.y = self.y + self.y_vel * dt
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if ( self.y > 610 ) then
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self:killFinalize()
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return false
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else
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return true
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end
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end
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@ -392,7 +423,6 @@ end
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-- return whether or not the Bat's colliding with given object
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function Bat:checkCollision ( other )
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if ( colliding( self, other ) ) then
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-- print("COLLISION AT " .. self.x .. " " .. other.x )
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return true
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else
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return false
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@ -415,17 +445,27 @@ function Bat:update ( dt )
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self:checkBirdCollisions()
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end
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function Bat:kill ()
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-- called after dead Bat falls through screen
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function Bat:killFinalize()
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lives = lives - 1
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lifeText:set("Life " .. lives)
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self.y = -10
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self.x = 300
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if ( lives <= 0 ) then
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gameover_load()
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else
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self.y = -5
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self.x = 300
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self.living = true
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end
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end
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function Bat:kill ()
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self.living = false
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psystem:moveTo(self.x, self.y)
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psystem:emit(30)
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end
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----------------------------------------
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-- BIRD enemy characters
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----------------------------------------
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@ -434,19 +474,20 @@ Bird = class('Bird', Flier)
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function Bird:initialize ( x, y )
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-- animations
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species = math.random(1,2)
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self.species = math.random(2,3)
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if ( species == 1 ) then
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if ( self.species == 3 ) then
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flapFrames = { 2, 3, 4, 5 }
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else
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flapFrames = { 7, 8, 9, 10 }
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end
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if ( species == 1 ) then
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idleFrames = { 1 }
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else
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elseif ( self.species == 2 or self.species == 3 ) then
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flapFrames = { 7, 8, 9, 10 }
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idleFrames = { 6 }
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end
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if ( self.species == 3 ) then
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self.direction = math.random(left, right)
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else
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self.direction = right
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end
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birdSheet = love.graphics.newImage("art/sprites/bird.png")
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birdFlapAnim = animx.newAnimation{
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@ -471,20 +512,24 @@ function Bird:initialize ( x, y )
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}:switch('idle')
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Flier.initialize( self, x, y, birdActor )
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self.direction=right
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end
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function Bird:update ( dt )
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self:destiny()
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self:physics( dt )
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return self:physics( dt )
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end
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function Bird:kill ()
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function Bird:killFinalize()
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index = indexOf(birdRegistry, self)
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table.remove( birdRegistry, index )
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end
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function Bird:kill ()
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self.living = false
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psystem:moveTo(self.x, self.y)
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psystem:emit(30)
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end
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-- basic "ai" (determines where the bird should go)
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function Bird:destiny ()
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@ -494,19 +539,22 @@ end
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-- "ai" on x-axis of species 1
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function Bird:destiny_x ()
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if ( species == 1 ) then
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if ( self.x > 400 ) then
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if ( self.species == 1 ) then
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-- fly around the screen, left to right, right to left
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if ( self.x > 450 ) then
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self.direction = left
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elseif ( self.x < 200 ) then
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elseif ( self.x < 250 ) then
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self.direction = right
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end
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else
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elseif ( self.species == 2 ) then
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-- follow the player bat
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if ( self.x > player.x + 25 and math.random(0,50) == 25 ) then
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self.direction = left
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elseif ( self.x < player.x - 25 and math.random(0,50) == 25 ) then
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self.direction = right
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end
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end
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self.moving = true
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end
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@ -542,12 +590,11 @@ end
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-- assuming a and b are colliding, act accordingly
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-- aka, bounce-back or kill one
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function judgeCollision ( a, b )
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if ( a.y < b.y - 5 ) then
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if ( a.y < b.y - 5 and a.living ) then
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b:kill()
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elseif ( a.y > b.y + 5 ) then
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elseif ( a.y > b.y + 5 and b.living ) then
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a:kill()
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else
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-- new_vel = greatestAbs( a.x_vel, b.x_vel )
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a.x_vel = a.x_vel * -1
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b.x_vel = b.x_vel * -1
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end
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