Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- function enemys.hit_rightWall_event(self, event, movement) -- should be called when 'Enemy' hits the right wall
- self.movement = -self.movement
- self.numberOfWallHits = self.numberOfWallHits + 1
- checkNumHits(self)
- end
- function enemys.hit_leftWall_event(self, event, movement) -- should be called when 'Enemy' hits the left wall
- self.movement = -self.movement
- self.numberOfWallHits = self.numberOfWallHits + 1
- checkNumHits(self)
- end
- function enemys.collision(self, event, movement)
- if event.phase == 'began' then
- if event.other.name == "leftWall" then
- scene:dispatchEvent{name="hit_leftWall_event"}
- elseif event.other.name == "rightWall" then
- local message = {name="hit_rightWall_event"}
- scene:dispatchEvent{name="hit_rightWall_event"}
- elseif event.other.name == "floorWall" then
- loadAd()
- elseif event.other.name == "bullet" then
- --if(enableSound) then
- enemyShotChan = audio.play(shot,{channel=7 })
- -- end
- event.target:removeSelf()
- removeArrayItem(self)
- timer.cancel(self.clock)
- scene:dispatchEvent{name="enemyDead"}
- Runtime:removeEventListener( "enterFrame", self )
- self.image:removeEventListener( "collision", self ) --DISPATCHING AND NULLING THE INVADER
- scene:removeEventListener('hit_rightWall_event', self)
- scene:removeEventListener('hit_leftWall_event', self)
- scene:removeEventListener('hit_floorWall_event',self)
- if self.image.y ~= drop then
- local explosion2 = display.newSprite(budSprites2.sheets.explosion, budSprites2.sequences.explosion)
- explosion2:scale(1.5, 1.5)
- explosion2:play()
- explosion2.x, explosion2.y = self.image.x, self.image.y
- timer.performWithDelay(260,
- function()
- if explosion2.removeSelf then
- explosion2:removeSelf()
- end
- end
- )
- end
- local currentScore = getScores( )
- -- EFM SCORES - Extract scores from enemies and add to current score
- local myValue = self.myValue
- --print("Bang you got: ", myValue, " points" )
- currentScore = currentScore + myValue
- setScores( currentScore )
- end
- end
- end
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement