Make all enemies active
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@ -21,7 +21,7 @@ local explosion_duration = 0.4
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local enemies = {}
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local enemy_radius = 0.025
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local enemy_min_shoot = 5
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local enemy_max_shoot = 10
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local enemy_max_shoot = 20
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local window_width = nil
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local window_height = nil
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@ -62,16 +62,23 @@ 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(0.1, 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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spawnEnemy(0.1, 0.1)
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spawnEnemy(0.2, 0.1)
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spawnEnemy(0.3, 0.1)
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spawnEnemy(0.4, 0.1)
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spawnEnemy(0.5, 0.1)
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spawnEnemy(0.6, 0.1)
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spawnEnemy(0.7, 0.1)
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spawnEnemy(0.8, 0.1)
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spawnEnemy(0.9, 0.1)
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spawnEnemy(0.15, 0.2)
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spawnEnemy(0.25, 0.2)
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spawnEnemy(0.35, 0.2)
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spawnEnemy(0.45, 0.2)
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spawnEnemy(0.55, 0.2)
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spawnEnemy(0.65, 0.2)
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spawnEnemy(0.75, 0.2)
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spawnEnemy(0.85, 0.2)
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end
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function spawnCities()
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@ -118,11 +125,10 @@ function spawnExplosion(x, y)
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})
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end
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function spawnEnemy(x, y, active)
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function spawnEnemy(x, y)
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table.insert(enemies, {
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x = x,
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y = y,
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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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@ -271,13 +277,11 @@ function updateEnemies(dt)
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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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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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if not enemy.alive then
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