# require_relative 'player.rb' require_relative 'enemy_bullet.rb' require_relative 'semi_guided_missile.rb' require_relative 'small_explosion.rb' require_relative 'star.rb' require_relative 'enemy_bomb.rb' class Mothership < GeneralObject SPEED = 5 MAX_ATTACK_SPEED = 3.0 POINT_VALUE_BASE = 1000 MISSILE_LAUNCHER_MIN_ANGLE = nil MISSILE_LAUNCHER_MAX_ANGLE = nil MISSILE_LAUNCHER_INIT_ANGLE = nil attr_accessor :cooldown_wait, :attack_speed, :health, :armor, :x, :y, :secondary_cooldown_wait, :tertiary_cooldown_wait def get_image Gosu::Image.new("#{MEDIA_DIRECTORY}/mothership.png") end def initialize(scale, screen_width, screen_height, options = {}) super(scale, screen_width / 2, get_image.height, screen_width, screen_height, options) @cooldown_wait = 0 @secondary_cooldown_wait = 0 @tertiary_cooldown_wait = 0 @attack_speed = 0.5 @health = 2500 @armor = 0 @current_speed = (SPEED * @scale).round + 1 end # def draw # # Will generate error if class name is not listed on ZOrder # @image.draw(@x - get_width / 2, @y - get_height / 2, get_draw_ordering, @scale, @scale) # # @image.draw(@xΩ - @image.width / 2, @y - @image.height / 2, get_draw_ordering) # 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, {side: 'left', relative_object: self }), EnemyBullet.new(@scale, @screen_width, @screen_height, self, {side: 'right', relative_object: self }), EnemyBullet.new(@scale, @screen_width, @screen_height, self) ], cooldown: EnemyBullet::COOLDOWN_DELAY } end def secondary_attack player return { projectiles: [ # relative_object not required yet for these SemiGuidedMissile.new(@scale, @screen_width, @screen_height, self, player, MISSILE_LAUNCHER_MIN_ANGLE, MISSILE_LAUNCHER_MAX_ANGLE, MISSILE_LAUNCHER_INIT_ANGLE, {side: 'left', relative_object: self }), SemiGuidedMissile.new(@scale, @screen_width, @screen_height, self, player, MISSILE_LAUNCHER_MIN_ANGLE, MISSILE_LAUNCHER_MAX_ANGLE, MISSILE_LAUNCHER_INIT_ANGLE, {side: 'right', relative_object: self }) ], cooldown: SemiGuidedMissile::COOLDOWN_DELAY } end def tertiary_attack player return { projectiles: [EnemyBomb.new(@scale, @screen_width, @screen_height, self, player.x, player.y)], cooldown: EnemyBomb::COOLDOWN_DELAY } end def drops [ SmallExplosion.new(@scale, @screen_width, @screen_height, @x, @y, @image) # Star.new(@scale, @x, @y) ] end def get_draw_ordering ZOrder::Enemy end # SPEED = 1 # def get_speed # end def update mouse_x = nil, mouse_y = nil, player = nil, scroll_factor = 1 @cooldown_wait -= 1 if @cooldown_wait > 0 @secondary_cooldown_wait -= 1 if @secondary_cooldown_wait > 0 @tertiary_cooldown_wait -= 1 if @tertiary_cooldown_wait > 0 if is_alive # Stay above the player if player.is_alive && player.y < @y @y -= @current_speed else if rand(2).even? @y += @current_speed @y = @screen_height / 2 if @y > @screen_height / 2 else @y -= @current_speed @y = 0 + (get_height / 2) if @y < 0 + (get_height / 2) end end if rand(2).even? @x += @current_speed @x = @screen_width if @x > @screen_width else @x -= @current_speed @x = 0 + (get_width / 2) if @x < 0 + (get_width / 2) end @y < @screen_height + (get_height / 2) else false end end end