Author Topic: New Enemy Features Code  (Read 2727 times)

polyglot762

  • Newbie
  • *
  • Posts: 49
  • a Quirk Storm... a coming.
    • View Profile
New Enemy Features Code
« on: July 28, 2015, 09:31:24 pm »
Hi All,
I thought I would contribute to the scripting community.

Below are a number of scripts and features that I have been working on.

This particular has the following features that you will be able to tease out.
Life regen, Projectile shooting, Enemy spawning, Run away at half health, pathfinding.

I'd like to credit wrightmat with the projectile code.

Code: [Select]
local enemy = ...

-- ranged leader type
local properties = {}
local main_sprite = nil
local towards_hero = false
local away_hero = false
local attacked_hero = false
local towards_enemy = false
local timer, fire_timer

function enemy:set_properties(prop)
  properties = prop
  if properties.life == nil then
    properties.life = 2
  end
  if properties.damage == nil then
    properties.damage = 2
  end
  if properties.play_hero_seen_sound == nil then
    properties.play_hero_seen_sound = false
  end
  if properties.stopped_speed == nil then
    properties.stopped_speed = 0
  end
  if properties.normal_speed == nil then
    properties.normal_speed = 32
  end
  if properties.faster_speed == nil then
    properties.faster_speed = 64
  end
  if properties.hurt_style == nil then
    properties.hurt_style = "normal"
  end
    if properties.regen == nil then
    properties.regen = 0
  end
end

function enemy:on_created()
  self:set_life(properties.life)
  self:set_damage(properties.damage)
  self:set_hurt_style(properties.hurt_style)
  main_sprite = self:create_sprite(properties.main_sprite)
  self:set_size(16, 16)
  self:set_origin(8, 13)
  self:set_attack_consequence("sword", 1)
  self:begin()
end

function enemy:begin()
  local get_life = enemy:get_life()
  local ehalflife = .5 * properties.life
  local hero = self:get_map():get_entity("hero")
  local _, _, layer = self:get_position()
  local _, _, hero_layer = hero:get_position()
  local spawn_line = layer == hero_layer
     and self:get_distance(hero) > 200
  local sight_line = layer == hero_layer
     and self:get_distance(hero) < 100
  local life_recharge = enemy:get_life() < properties.life
  local life_low = enemy:get_life() < ehalflife
     and self:get_distance(hero) < 64
  if spawn_line then
    self:go_spawn()
  elseif not sight_line then
    self:go_random()
  elseif sight_line and not towards_hero and not away_hero then
    self:go_hero()
  elseif not sight_line and not towards_hero then
    self:go_random()
  elseif sight_line and towards_hero then
    if not fire_timer then self:fire()
  elseif life then
    self:go_away()
  else
    self:go_random()
    end
  if life_recharge then
    self:get_game():add_life(properties.regen)
  end
  timer = sol.timer.start(self, 1000, function() self:begin()
  return true
  end)
  end
end

function enemy:on_restarted()
  timer = sol.timer.start(self, 1000, function() self:begin()
  return true
  end)
end

function enemy:on_hurt()
  if timer ~= nil then
    timer:stop()
    timer = nil
  end
  self:begin()
end

function enemy:on_movement_changed(movement)
  local direction4 = movement:get_direction4()
  main_sprite:set_direction(direction4)
end

function enemy:go_spawn()
    local x, y, layer = self:get_position()
    local direction = self:get_sprite():get_direction()
   
  if self:get_map():get_entities_count("lizalfos") <= 3 then
     if direction == 0 then
     x = x + 32
     elseif direction == 1 then
     y = y - 32
     elseif direction == 2 then
     x = x - 32
     elseif direction == 3 then
     y = y + 32
     end

    local spawn = enemy:create_enemy{
      name = "lizalfos",
      breed = "lizalfos",
      x = x,
      y = y,
      layer = layer,
      direction = direction,
      treasure_name = "random"
    }
    spawn:set_position(x, y, layer)
    spawn:set_optimization_distance(0)
  end
end

function enemy:go_away()
  local x, y = self:get_map():get_entity("hero"):get_position()
  local direction = self:get_sprite():get_direction()
    if direction == 0 then
    x = x + 128
    elseif direction == 1 then
    y = y - 128
    elseif direction == 2 then
    x = x - 128
    elseif direction == 3 then
    y = y + 128
    end
 
  local m = sol.movement.create("target")
  m:set_speed(properties.faster_speed)
  m:set_target(x, y)
  m:set_ignore_obstacles(false)
  m:start(self)
  away_hero = true
  towards_hero = false
end

function enemy:go_random()
  self:get_sprite():set_animation("walking")
  local m = sol.movement.create("random_path")
  m:set_speed(properties.normal_speed)
  m:start(self)
  towards_hero = false
  away_hero = false
end

function enemy:go_hero()
  local m = sol.movement.create("target")
  m:set_speed(properties.normal_speed)
  m:start(self)
  towards_hero = true
  away_hero = false
end

function enemy:go_static()
  local m = sol.movement.create("target")
  m:set_speed(0)
  m:start(self)
  towards_hero = false
end

function enemy:fire()
  self:get_sprite():set_animation("firing")
  fire_timer = sol.timer.start(self, 100, function()
    local x, y, layer = self:get_position()
    local direction = self:get_sprite():get_direction()
   
    if direction == 0 then
      x = x + 16
    elseif direction == 1 then
      y = y - 16
    elseif direction == 2 then
      x = x - 16
    elseif direction == 3 then
      y = y + 16
    end
    if rock == nil or not rock:exists() then
    local rock = enemy:create_enemy{
      x = x,
      y = y,
      layer = layer,
      direction = direction,
      breed = "projectile"
    }
    self.created = true
    rock:set_position(x, y, layer)
    rock:set_optimization_distance(0)
    end
    end)
    sol.timer.start(self, 1000, function()
      fire_timer = nil
      self:begin()
    end)
  end

just use the generic format from solarus dx to make enemies like this.

good luck.
Comments and code corrections are welcome.
« Last Edit: July 28, 2015, 09:49:13 pm by polyglot762 »

DementedKirby

  • Jr. Member
  • **
  • Posts: 75
    • View Profile
Re: New Enemy Features Code
« Reply #1 on: July 28, 2015, 09:42:32 pm »
That all seems like amazing work to be doing! Have you been able to implement them in your own game (or Mystery of Solarus, as you're basing it on)?

polyglot762

  • Newbie
  • *
  • Posts: 49
  • a Quirk Storm... a coming.
    • View Profile
Re: New Enemy Features Code
« Reply #2 on: July 28, 2015, 09:45:00 pm »
I have implemented them but I still have some unresolved issues.
Such as slow response time after running away.
And having enemies spawn outside the map.

Both of these can be scripted but I haven't done that yet.

wizard_wizzle (aka ZeldaHistorian)

  • Sr. Member
  • ****
  • Posts: 263
    • View Profile
Re: New Enemy Features Code
« Reply #3 on: July 29, 2015, 12:03:21 am »
I don't recall providing any projectile code - is it from my github? If so, it probably came from christopho in one way or another, lol. Glad it was helpful though! I look forward to trying out this code!