Issues with enemy behaviour

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Pospos
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Posts: 73
Joined: Sun Jun 18, 2017 11:10 am
Location: Agadir

Issues with enemy behaviour

Post by Pospos »

So i'm making a game with enemies that are supposed to follow you, and it doesn't work at all.
Her is the enemy file

Code: Select all

 local enemy = {}


function enemy:new()
    local nenemy = {}
    nenemy.x = love.math.random(1, Map.wandh[2])--player.x+2--Map.wandh[2]-- 
    nenemy.y = love.math.random(1, Map.wandh[1]) --player.y+2--Map.wandh[1]-- 
    nenemy.h = Map.heightmap[nenemy.y][nenemy.x]
    nenemy.spr = love.graphics.newImage("assets/enemy.png")
    nenemy.active = false
    nenemy.str = 5
    nenemy.range = 3
    nenemy.id = "enemy"
    nenemy.move = 5
    nenemy.life = 30
    nenemy.maxlife = 30
    nenemy.spd = 0.1
    nenemy.clickedon = false
    nenemy.rx = 0
    nenemy.ry = 0
    nenemy.validMove = {}
    nenemy.validrange = {}
    table.insert(enemies, nenemy)
    
end
function enemy:set()
end
function enemy:update()
    for i = #enemies, 1, -1 do
        
        enemies[i].spd = (Map.height_val - enemies[i].h )/Map.height_val
        
        if turn % 2 ~= 1 then 
            
            print("enemy turn :"..turn)
            
            local dx = ((player.x + 2) - enemies[i].x)*enemies[i].spd
            local dy = ((player.y + 2) - enemies[i].y)*enemies[i].spd
            
            if enemies[i].life < enemies[i].maxlife/2.4 then 
                -- runs away from player
                enemies[i].x = enemies[i].x - math.floor(dx)
                enemies[i].y = enemies[i].y - math.floor(dy)
               
            else  
                --chases player
                enemies[i].x = enemies[i].x + math.floor(dx)
                enemies[i].y = enemies[i].y + math.floor(dy)
                saybug("The enemy's speed is :"..enemies[i].spd)
            end
            
            if enemies[i].y > Map.wandh[1] and 
            enemies[i].x > Map.wandh[2] 
            or enemies[i].y < 1 
            and enemies[i].x < 1 then
                --temporary solution for off boudaries limit
                enemies[i].h = 1
                saybug("The enemy crossed boundaries")
            else
                enemies[i].h = Map.heightmap[enemies[i].y][enemies[i].x]
            end
        
            local vraipx = player.x+2
            local vraipy = player.y+2 -- the true player position
            local trange = enemies[i].range+1 -- the true range
            
            --used to attack the player
            if player.x+2 == enemies[i].x and player.y+2 == enemies[i].y then
            player.hp = player.hp - enemies[i].str
            saybug("The enemy attacked the player at:"..player.x+2 .. ";" .. player.y+2)
            end
            
            saybug("The enemy position is: "..enemies[i].x ..";".. enemies[i].y)
            love.timer.sleep(0.5)
            turn = turn + 1 
       end
       if enemies[i].life < 1 then
            saybug((enemies[i].id).." #"..(i).."  is dead.")
            enemies[i] = nil
        end
    end
    
end
function enemy:draw()
    
    for i = #enemies, 1, -1 do
        
        enemies[i].rx =  ((enemies[i].x - 1) - (enemies[i].y - 1))* tile_size[1]/2
        enemies[i].ry =  (enemies[i].x + enemies[i].y) * tile_size[2]/2
        
        --sprite
        g.draw(enemies[i].spr, enemies[i].rx + camera.x,  (enemies[i].ry - enemies[i].h * tile_size[2]/2) + camera.y)
        
        --DEBUG
        -------
        g.rectangle("line", enemies[i].rx + camera.x, (enemies[i].ry - enemies[i].h * tile_size[2]/2) + camera.y, 27, 37)
        
        --debug lifebar
        g.setColor(0.87, 0.1, 0.23)
        g.rectangle("fill", (enemies[i].rx + camera.x),  (enemies[i].ry - enemies[i].h * tile_size[2]/2)-15 + camera.y, 75*enemies[i].life/enemies[i].maxlife, 10)
        g.setColor(1, 1, 1)
        
        --id
        g.print(enemies[i].id.." ".."#"..i, (enemies[i].rx + camera.x),  (enemies[i].ry - enemies[i].h * tile_size[2]/2)-20 + camera.y, 0, 1.1)
       ------ 
    end
end

return enemy
here is the main file

Code: Select all

Map = require("map")

w, h, f = love.window.getMode()

camera = require("camera")
player = require("player")
mouse = require("mouse")

enemy = require("enemy") --until fucntion works
enemies = {}
turn = 1

bugs = {}
function saybug(txt)
    table.insert(bugs, txt)
end
function love.load()
    background = love.graphics.newImage("assets/background.png")
    g = love.graphics
    -- pixel art
    love.graphics.setDefaultFilter("nearest")
    love.graphics.setLineStyle("rough")
    enemy:new()
    enemy:new()
    
w, h, f = love.window.getMode()
end
function love.update(dt)
    tile_size = {32/camera.scale, 16/camera.scale} 
    -- TODO create a table that stocks all camera affected objects
      
    camera:update() --tile size is changed by camera
    player:update()
    mouse:update(Map)
    enemy:update()
    if love.keyboard.isDown("escape") then
    love.window.setFullscreen(true)
    w, h, f = love.window.getMode()
    end
    enemy:update()
    if love.keyboard.isDown("a") then
    love.window.setFullscreen(false)
    w, h, f = love.window.getMode()
    end
end
function love.draw()
    love.graphics.setColor(0.8, 0.7, 1)
    
   -- love.graphics.setColor(love.math.random(0.5, 1), love.math.random(0.5, 1), love.math.random(0.5, 1)) -- mode foo
    love.graphics.rectangle("fill", 0, 0, w, h)
  --  love.graphics.draw(background, 0, 0, 0, )
    love.graphics.setColor(1, 1, 1)

    
    Map:draw(camera, tile_size)
    mouse.draw()
    player:draw()
    enemy:draw() -- until function works
    
    --debug
    pad = 250
    for i=#bugs, 1, -1 do
        g.print(bugs[i], w - pad, (i*10)-#bugs*2)
        print(bugs[i])
    end
end

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