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Aquaria/game_scripts/scripts/entities/arnassi-spirit.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
v.n = 0
v.normal = 0
v.spirit = 0
v.curNode = 0
v.racePath = 0
v.speed = 1500
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_NEUTRAL)
entity_initSkeletal(me, "arnassi-spirit")
--entity_setTexture(me, "missingImage")
entity_setSpiritFreeze(me, false)
entity_setState(me, STATE_IDLE)
v.normal = entity_getBoneByName(me, "normal")
v.spirit = entity_getBoneByName(me, "spirit")
bone_setBlendType(v.normal, BLEND_ADD)
bone_alpha(v.normal, 1)
bone_setColor(v.normal, 0.5, 0.6, 1)
bone_alpha(v.spirit, 0)
bone_rotateOffset(v.normal, 360, 0.5, -1)
entity_setCullRadius(me, 512)
v.racePath = getNode("arnassipath")
local c = 0
local e = getFirstEntity()
while e ~= 0 do
if entity_isName(e, "arnassi-spirit") then
c = c + 1
end
e = getNextEntity()
end
v.curNode = c*5
local x, y = node_getPathPosition(v.racePath, v.curNode)
entity_setPosition(me, x, y)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
if not entity_isInterpolating(me) then
v.curNode = v.curNode + 1
local x, y = node_getPathPosition(v.racePath, v.curNode)
if x == 0 and y == 0 then
v.curNode = 0
x, y = node_getPathPosition(v.racePath, v.curNode)
end
entity_setPosition(me, x, y, -v.speed)
if x > entity_x(me) and not entity_isfh(me) then
entity_fh(me)
elseif x < entity_x(me) and entity_isfh(me) then
entity_fh(me)
end
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
return false
end
function shiftWorlds(me, lt, wt)
local t = 0.9
if wt == WT_SPIRIT then
entity_scale(me, 0.8, 0.8, t, 0, 0, 1)
bone_alpha(v.normal, 0.4, t)
bone_alpha(v.spirit, 0.8, t)
bone_scale(v.normal, 3, 3, t)
elseif wt == WT_NORMAL then
entity_scale(me, 1, 1, t, 0, 0, 1)
bone_alpha(v.normal, 1, t)
bone_alpha(v.spirit, 0, t)
bone_scale(v.normal, 1, 1, t)
end
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end