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- -- Create path
- local p_path_0 = entity_empty()
- entity_add_component( p_path_0, "component_position", { x = 50, y = 100 } )
- entity_add_component( p_path_0, "component_path", { path_id = 0, path_index = 0 } )
- entity_add_component( p_path_0, "component_target", { target_type = "path" } )
- entity_spawn( p_path_0 )
- local p_path_1 = entity_empty()
- entity_add_component( p_path_1, "component_position", { x = 400, y = 100 } )
- entity_add_component( p_path_1, "component_path", { path_id = 0, path_index = 1 } )
- entity_add_component( p_path_1, "component_target", { target_type = "path" } )
- entity_spawn( p_path_1 )
- local p_path_2 = entity_empty()
- entity_add_component( p_path_2, "component_position", { x = 400, y = 200 } )
- entity_add_component( p_path_2, "component_path", { path_id = 0, path_index = 2 } )
- entity_add_component( p_path_2, "component_target", { target_type = "path" } )
- entity_spawn( p_path_2 )
- -- Create moving entity
- local p_monster = entity_empty()
- entity_add_component( p_monster, "component_position", { x = 50, y = 100 } )
- entity_add_component( p_monster, "component_moving", { speed = 1 } )
- entity_add_component( p_monster, "component_targeting", { target_type = "path", range = 3000 } )
- entity_add_component( p_monster, "component_target", { target_type = "monster" } )
- entity_add_component( p_monster, "component_hitpoints", { hitpoints = 100 } )
- entity_spawn( p_monster )
- -- Create tower entity
- local p_tower = entity_empty()
- entity_add_component( p_tower, "component_position", { x = 225, y = 50 } )
- entity_add_component( p_tower, "component_targeting", { target_type = "monster", range = 100 } )
- entity_add_component( p_tower, "component_damage", { damage = 25 } )
- entity_spawn( p_tower )
- -- Create projectile
- local p_projectile = entity_empty()
- entity_add_component( p_projectile, "component_position", { x = 225, y = 50 } )
- entity_add_component( p_projectile, "component_targeting", { target_type = "monster", range = 3000 } )
- entity_add_component( p_projectile, "component_damage", { damage = 25 } )
- entity_add_component( p_projectile, "component_moving", { speed = 2 } )
- entity_add_component( p_projectile, "component_projectile", { hit_effect = "projectile_hit_effect" } )
- entity_spawn( p_projectile )
- projectile_hit_effect = function( projectile_id )
- print( "\nprojectile_hit_effect" )
- end
- -- Make entity follow path
- post_event( 100, "set_path", 3, 0 )
- -- Make projectile attack moving entity
- post_event( 100, "set_target", 5, 3 )
- -- FLYTTA HANTERINGEN AV "reached_target" FRÅN SYSTEM_MOVEMENT TILL SYSTEM_TARGETING ???
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