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Aquaria/files/scripts/entities/clockworkcrab.lua

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-- Copyright (C) 2007, 2010 - Bit-Blot
--
-- This file is part of Aquaria.
--
-- Aquaria is free software; you can redistribute it and/or
-- modify it under the terms of the GNU General Public License
-- as published by the Free Software Foundation; either version 2
-- of the License, or (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
--
-- See the GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program; if not, write to the Free Software
-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
if not v then v = {} end
if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
-- ================================================================================================
-- K I N G C R A B
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.fireDelay = 3
v.moveTimer = 0
local STATE_FIRING = 1001
local STATE_CLAW = 1002
v.leftArm = 0
v.claw = 0
v.cannon = 0
v.n = 0
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(me,
"", -- texture
12, -- health
2, -- manaballamount
2, -- exp
1, -- money
32, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
256, -- sprite width
256, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
1, -- 0/1 hit other entities off/on (uses collideRadius)
2500 -- updateCull -1: disabled, default: 4000
)
entity_initSkeletal(me, "ClockworkCrab")
entity_setDeathParticleEffect(me, "TinyRedExplode")
entity_clampToSurface(me)
v.cannon = entity_getBoneByName(me, "Cannon")
v.leftArm = entity_getBoneByName(me, "LeftArm")
v.claw = entity_getBoneByName(me, "Claw")
entity_setState(me, STATE_IDLE)
v.n = getNaija()
entity_setCullRadius(me, 1024)
entity_setDamageTarget(me, DT_AVATAR_BITE, false)
end
function postInit(me)
v.n = getNaija()
end
function animationKey(me, key)
if entity_isState(me, STATE_FIRING) and key == 1 then
local x, y = bone_getWorldPosition(v.cannon)
local nx, ny = getWallNormal(entity_getPosition(me))
if entity_hasTarget(me) then
createShot("ClockworkCrab", me, entity_getTarget(me), x, y)
end
end
end
function update(me, dt)
if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 1000) then
end
entity_handleShotCollisions(me)
if entity_isState(me, STATE_IDLE) then
entity_moveAlongSurface(me, dt, 200, 6, 10)
entity_rotateToSurfaceNormal(me, 0.1)
v.moveTimer = v.moveTimer + dt
if v.moveTimer > 30 then
entity_switchSurfaceDirection(me)
v.moveTimer = 0
end
elseif entity_isState(me, STATE_CLAW) then
local x1,y1 = bone_getWorldPosition(v.leftArm)
local x2,y2 = bone_getWorldPosition(v.claw)
if entity_collideCircleVsLine(v.n, x1, y1, x2, y2, 8) then
entity_damage(v.n, me, 1)
end
end
if not(entity_hasTarget(me)) then
entity_findTarget(me, 1200)
else
if entity_isState(me, STATE_IDLE) then
if v.fireDelay > 0 then
v.fireDelay = v.fireDelay - dt
if v.fireDelay < 0 then
-- dmg, mxspd, homing, numsegs, out
--entity_fireAtTarget(me, "BlasterFire", 1, 400, 200, 3, 64)
--local s = createShot("ClockworkCrab", me, entity_getTarget(me), bone_getPosition(cannon))
v.fireDelay = 4
if chance(50) then
entity_setState(me, STATE_FIRING)
else
entity_setState(me, STATE_CLAW)
end
end
end
end
end
if isObstructed(entity_x(me), entity_y(me)) then
entity_adjustPositionBySurfaceNormal(me, 1)
end
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_FIRING) then
entity_setStateTime(me, entity_animate(me, "firing", 10))
elseif entity_isState(me, STATE_CLAW) then
entity_setStateTime(me, entity_animate(me, "claw"))
elseif entity_isState(me, STATE_DEAD) then
entity_sound(me, "MetalExplode", math.random(100)+750)
spawnParticleEffect("ClockworkCrabDie", entity_getPosition(me))
end
end
function exitState(me)
if entity_isState(me, STATE_FIRING) or entity_isState(me, STATE_CLAW) then
entity_setState(me, STATE_IDLE)
end
end
function hitSurface()
end
function damage(me, attacker, bone, damageType, dmg)
return true
end