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Aquaria/game_scripts/scripts/entities/pufferfish.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.small = 32
v.big = 90
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "PufferFish")
--entity_setAllDamageTargets(me, false)
--entity_generateCollisionMask(me)
entity_setState(me, STATE_IDLE)
entity_setBounceType(me, BOUNCE_REAL)
entity_setDamageTarget(me, DT_AVATAR_BITE, false)
entity_setCullRadius(me, 300)
entity_setHealth(me, 12)
entity_setDeathParticleEffect(me, "TinyRedExplode")
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
local x, y = entity_getNormal(me)
local sw = y
y = -x
x = sw
entity_addVel(me, x*500, y*500)
end
local function rotflip(me)
if entity_isfh(me) then
entity_rotateToVel(me, 0, -90)
else
entity_rotateToVel(me, 0, 90)
end
entity_flipToVel(me)
end
function update(me, dt)
if entity_isState(me, STATE_IDLE) then
if entity_isEntityInRange(me, v.n, v.big*2) then
entity_setState(me, STATE_OPEN)
end
entity_doCollisionAvoidance(me, dt, 8, 0.1)
entity_doEntityAvoidance(me, dt, 32, 1)
rotflip(me)
end
if entity_isState(me, STATE_OPENED) then
if not entity_isEntityInRange(me, v.n, v.big+400) then
entity_setState(me, STATE_CLOSE)
end
if not entity_isBeingPulled(me) then
rotflip(me)
end
local e = getFirstEntity()
while e ~= 0 do
if e ~= me and entity_getEntityType(e) == ET_ENEMY then
if entity_isEntityInRange(me, e, v.big + entity_getCollideRadius(e)) then
entity_damage(e, me, dt*10, DT_CRUSH)
end
end
e = getNextEntity()
end
end
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
if not entity_isBeingPulled(me) then
entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 500)
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_setProperty(me, EP_MOVABLE, false)
entity_animate(me, "idle", -1)
entity_setCollideRadius(me, v.small)
entity_setMaxSpeed(me, 100)
elseif entity_isState(me, STATE_OPEN) then
entity_setStateTime(me, entity_animate(me, "grow"))
elseif entity_isState(me, STATE_CLOSE) then
entity_setStateTime(me, entity_animate(me, "shrink"))
elseif entity_isState(me, STATE_OPENED) then
entity_clearVel(me)
entity_setProperty(me, EP_MOVABLE, true)
entity_setCollideRadius(me, v.big)
entity_animate(me, "idleBig", -1)
end
end
function exitState(me)
if entity_isState(me, STATE_OPEN) then
entity_setState(me, STATE_OPENED)
elseif entity_isState(me, STATE_CLOSE) then
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
return true
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