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Forked from anonymous/Enemyhorde.lua
Created March 7, 2012 18:34
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Enemy horde
ENEMY_SPAWN_EASY = 0
ENEMY_SPAWN_HARD = 1
EnemyHorde = class()
function EnemyHorde:init()
    -- you can accept and set parameters here
    self.frame = 0
    self.units = {} -- enemy units
    self.heroBullets = {} -- hero's bullets
    self.explosions = {}
    self.enemySize = 100
    
    self.spawnPattern = ENEMY_SPAWN_EASY 
    self.deltaX = 4
    self.speedX =12
    self.moveDownEvery = 8
    
    offset=8
    ystart = HEIGHT
    
    
    for row=1,4 do
      for col=40+offset,599,self.enemySize + 10 do
        table.insert(self.units, vec2(col, ystart))
     end
    offset = -offset
    ystart = ystart - self.enemySize + 10
    end
end
function EnemyHorde:defeated()
    return self.units.size == 0
end    
function EnemyHorde:draw()
    self.frame = (self.frame+1)%128
    changeDirectionFrames=128
    
    pushStyle()
    if self.spawnPattern == ENEMY_SPAWN_EASY then
        fill(123, 25, 100, 255)
    else
        fill(222, 5, 5, 255)
    end
    stroke(217, 158, 105, 255)
    strokeWidth(8)
    -- Spawn random enemy every 100 frames
    --if self.frame%100 == 0 then
--        spawn = vec2( math.random(WIDTH), HEIGHT + self.enemySize )
--        table.insert( self.units, spawn )
--    end
        if self.frame%changeDirectionFrames == 0 then
            self.deltaX = -self.deltaX
            if self.speedX > 3 then
              self.speedX = self.speedX - 1
            end
        end
    for i,v in ipairs(self.units) do
        -- Move unit down
        if self.frame%self.moveDownEvery == 0 then
        v.y = v.y - 1
        end
        if self.frame%self.speedX == 1 then 
            v.x = v.x + self.deltaX
        end
        
        -- If hard, move in sine wave
--        if self.spawnPattern == ENEMY_SPAWN_HARD then
            -- Compute movement vector
--            sideMove = vec2( math.sin(v.y * 0.02) * 60, 0 )
--            v = v + sideMove
--        end
        -- Cull unit
        culled = false
        if (v.y + self.enemySize) < 0 then
            state = GAME_DEAD
            explosion = Explosion(hero.position)
            table.remove(self.units, i)
            culled = true -- no continue statement
        end 
        -- Check if hit by a bullet
        if culled == false then
            for j,b in ipairs(self.heroBullets) do
                if v:dist(b) < self.enemySize/2 then
                    table.remove(self.units, i)
                    table.remove(self.heroBullets, j)
                    
                    -- Explode!
                    table.insert(self.explosions, Explosion(v))
                    -- Update killCount
                    killCount = killCount + 1
                end
            end
        end
        -- Draw unit
        sprite("Tyrian Remastered:Plane Boss",v.x,v.y)
    end
    -- Draw explosions
    for i,e in ipairs(self.explosions) do
        e:draw()
        if e:isDone() then
            table.remove(self.explosions,i)
        end
    end
    popStyle()
end
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