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Aquaria/files/scripts/entities/squeezer.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
-- ================================================================================================
-- S Q U E E Z E R
-- ================================================================================================
local STATE_CLAMP = 1000
local STATE_CLAMPED = 1001
local STATE_UNCLAMP = 1002
local STATE_GRABBED = 1003
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.clampDelay = 0
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"squeezer-head", -- texture
20, -- health
2, -- manaballamount
2, -- exp
1, -- money
48, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
256, -- sprite width
512, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
1, -- 0/1 hit other entities off/on (uses collideRadius)
2000, -- updateCull -1: disabled, default: 4000
1
)
-- entity_initPart(partName, partTexture, partPosition, partFlipH, partFlipV,
-- partOffsetInterpolateTo, partOffsetInterpolateTime
entity_initPart(me,
"FlipperLeft",
"squeezer-flipper",
-8,
0,
0,
0,
0)
entity_initPart(me,
"FlipperRight",
"squeezer-flipper",
8,
0,
0,
1,
0)
entity_scale(me, 0.8, 0.8)
entity_setDeathParticleEffect(me, "TinyGreenExplode")
entity_setDropChance(me, 10, 1)
end
function update(me, dt)
entity_handleShotCollisions(me)
if not entity_hasTarget(me) then
entity_findTarget(me, 1000)
else
if v.clampDelay > 0 then
v.clampDelay = v.clampDelay - dt
if v.clampDelay < 0 then
v.clampDelay = 0
end
end
if entity_hasTarget(me) then
if not(entity_getState(me)==STATE_GRABBED) then
if not(entity_isTargetInRange(me,64)) then
entity_moveTowardsTarget(me,dt, 900)
else
entity_doFriction(me,dt, 1000)
end
if entity_getState(me)==STATE_IDLE and entity_isTargetInRange(me,64) and v.clampDelay==0 then
entity_setState(me,STATE_CLAMP, 0.25)
end
if entity_getState(me)==STATE_CLAMPED then
entity_doFriction(me,dt, 500)
if entity_isTargetInRange(me,96) then
entity_grabTarget(me)
avatar_fallOffWall()
-- entity_hurtTarget(1)
entity_setState(me, STATE_GRABBED, 8)
end
end
end
end
end
--entity_doEntityAvoidance(me, dt, 0, 1);
entity_doCollisionAvoidance(me, dt, 4, 1.0);
entity_rotateToVel(me, 0, 180)
entity_updateMovement(me, dt)
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_setMaxSpeed(me, 400)
entity_partRotate(me, "FlipperLeft", 4, 1, -1, 1, 1)
entity_partRotate(me, "FlipperRight", -4, 1, -1, 1, 1)
elseif entity_getState(me)==STATE_CLAMP then
entity_partRotate(me, "FlipperLeft", -64, entity_getStateTime(me), 0, 0, 0)
entity_partRotate(me, "FlipperRight", 64, entity_getStateTime(me), 0, 0, 0)
elseif entity_getState(me)==STATE_UNCLAMP then
entity_partRotate(me, "FlipperLeft", 0, 1)
entity_partRotate(me,"FlipperRight", 0, 1)
end
end
function exitState(me)
if entity_getState(me)==STATE_CLAMP then
entity_setState(me, STATE_CLAMPED, 0.2)
elseif entity_getState(me)==STATE_CLAMPED then
entity_setState(me, STATE_UNCLAMP, 1)
elseif entity_getState(me)==STATE_UNCLAMP then
entity_setState(me, STATE_IDLE, -1)
elseif entity_getState(me)==STATE_GRABBED then
entity_releaseTarget(me)
entity_pushTarget(me, 1000)
entity_setState(me, STATE_UNCLAMP, 1)
end
end