# require_relative 'player.rb' require_relative 'enemy_bullet.rb' require_relative 'small_explosion.rb' require_relative 'star.rb' class EnemyPlayer < GeneralObject SPEED = 3 MAX_ATTACK_SPEED = 3.0 POINT_VALUE_BASE = 10 attr_accessor :cooldown_wait, :attack_speed, :health, :armor, :x, :y def get_image Gosu::Image.new("#{MEDIA_DIRECTORY}/airship1_color1_reverse.png") end def initialize scale, screen_width, screen_height, x = nil, y = nil, options = {} super(scale, x || rand(screen_width), y || 0, screen_width, screen_height, options) @cooldown_wait = 0 @attack_speed = 0.5 @health = 25 @armor = 0 @current_speed = (rand(5) * @scale).round + 1 end def get_points return POINT_VALUE_BASE end def is_alive @health > 0 end def take_damage damage @health -= damage end def attack player return { projectiles: [EnemyBullet.new(@scale, @screen_width, @screen_height, self)], cooldown: EnemyBullet::COOLDOWN_DELAY } end def drops [ SmallExplosion.new(@scale, @screen_width, @screen_height, @x, @y, @image), Star.new(@scale, @screen_width, @screen_height, @x, @y) ] end def get_draw_ordering ZOrder::Enemy end # def draw # @image.draw(@x - get_width / 2, @y - get_height / 2, ZOrder::Enemy) # end # SPEED = 1 def get_speed @current_speed end def update mouse_x = nil, mouse_y = nil, player = nil, scroll_factor = 1 @cooldown_wait -= 1 if @cooldown_wait > 0 if is_alive # Stay above the player if player.y < @y @y -= get_speed else if rand(2).even? @y += get_speed @y = @screen_height / 2 if @y > @screen_height / 2 else @y -= get_speed @y = 0 + (get_height / 2) if @y < 0 + (get_height / 2) end end if rand(2).even? @x += get_speed @x = @screen_width if @x > @screen_width else @x -= get_speed @x = 0 + (get_width / 2) if @x < 0 + (get_width / 2) end @y < @screen_height + (get_height / 2) else false end end end