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Aquaria/game_scripts/scripts/entities/eviljelly.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
-- ================================================================================================
-- JELLY SMALL
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.revertTimer = 0
v.baseSpeed = 150
v.excitedSpeed = 200
v.runSpeed = 600
v.useMaxSpeed = 0
v.pushed = false
v.soundDelay = 0
v.sx = 0
v.sy = 0
v.sz = 0.8
v.transition = false
v.burstTimer = 0
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
local function doIdleScale(me)
entity_scale(me, 0.75*v.sz, 1*v.sz)
entity_scale(me, 1*v.sz, 0.75*v.sz, 1.5, -1, 1, 1)
end
function init(me)
setupBasicEntity(
me,
"EvilJelly", -- texture
7, -- health
2, -- manaballamount
2, -- exp
10, -- money
16, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, 0 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
4000, -- updateCull -1: disabled, default: 4000
1
)
--entity_setRenderPass(me, 3)
entity_setDeathParticleEffect(me, "TinyRedExplode")
v.useMaxSpeed = v.baseSpeed
entity_setEntityType(me, ET_ENEMY)
entity_setState(me, STATE_IDLE)
entity_setDropChance(me, 10, 1)
entity_initStrands(me, 5, 16, 8, 5, 1, 0.8, 0.8)
doIdleScale(me)
v.soundDelay = math.random(3)
v.sx, v.sy = entity_getScale(me)
--entity_setColor(me, 1, 0.5, 0.75)
entity_setMaxSpeed(me, v.excitedSpeed)
entity_setEatType(me, EAT_FILE, "MiniFood")
entity_addIgnoreShotDamageType(me, DT_AVATAR_BITE)
entity_addIgnoreShotDamageType(me, DT_AVATAR_VINE)
end
function songNote(me, note)
end
function update(me, dt)
entity_touchAvatarDamage(me, 16, 1, 1000)
v.burstTimer = v.burstTimer + dt
if v.burstTimer > 1 then
entity_setMaxSpeedLerp(me, 1)
entity_setMaxSpeedLerp(me, 6, 0.5, 1, 1)
v.burstTimer = 0
end
local avoid = false
if not avatar_isOnWall() and entity_isNearObstruction(getNaija(), 5) then
avoid = true
end
if entity_isState(me, STATE_IDLE) and not v.transition and not entity_isScaling(me) then
entity_scale(me, 0.75*v.sz, 1*v.sz, 0.2)
v.transition = true
end
if v.transition then
if not entity_isScaling(me) then
doIdleScale(me)
v.transition = false
end
end
entity_handleShotCollisions(me)
entity_findTarget(me, 1024)
if not entity_hasTarget(me) then
--entity_doCollisionAvoidance(me, dt, 4, 0.1)
end
if v.revertTimer > 0 then
v.revertTimer = v.revertTimer - dt
if v.revertTimer < 0 then
v.useMaxSpeed = v.baseSpeed
entity_setMaxSpeed(me, v.baseSpeed)
end
end
-- cheap hack
if not avatar_isBursting() then
entity_doEntityAvoidance(me, dt, 64, 0.8)
end
if entity_hasTarget(me) and not avoid then
if entity_isTargetInRange(me, 1000) then
if not entity_isTargetInRange(me, 64) then
entity_moveTowardsTarget(me, dt, 1000)
end
end
end
entity_doCollisionAvoidance(me, dt, 3, 1.0)
entity_doSpellAvoidance(me, dt, 200, 0.8)
entity_updateCurrents(me, dt*5)
entity_rotateToVel(me, 0.1)
entity_updateMovement(me, dt)
end
function hitSurface(me)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
v.useMaxSpeed = v.baseSpeed
entity_setMaxSpeed(me, v.baseSpeed)
entity_animate(me, "idle", LOOP_INF)
local x = math.random(2000)-1000
local y = math.random(2000)-1000
entity_addVel(me,x,y)
end
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_AVATAR_BITE then
entity_setHealth(me, 0)
end
return true
end
function exitState(me)
end