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Aquaria/game_scripts/scripts/entities/seahorsebaby.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 E A H O R S E B A B Y
-- entity specific
local STATE_CIRCLE = 1000
local STATE_WANDER = 1001 --Assumes bevy has no target
local STATE_SEEKTARGET = 1002 --Everything is just dandy, following stuff
local STATE_SEEKBEVY = 1003 --No bevy in range, find a bevy!
v.targetDelay = 0.5 -- Time between checking targets
v.wanderDelay = 2 -- Amount of time to wander in a given direction
-- initializes the entity
function init(me)
setupBasicEntity(
me,
"Seahorse/seahorse-baby", -- texture
4, -- health
1, -- manaballamount
1, -- exp
1, -- money
32, -- collideRadius (only used if hit entities is on)
STATE_WANDER, -- initState
64, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
-1, -- updateCull -1: disabled, default: 4000
1
)
entity_setMaxSpeed(me, 400)
entity_setDropChance(me, 10, 1)
entity_setDeathParticleEffect(me, "TinyRedExplode")
entity_offset(me, 0, -40, 1, -1, 1, 1)
entity_setSegs(me, 2, 30, 0.5, 0.3, -0.018, 0, 6, 1)
local scale_random = math.random(40) * 0.01
entity_scale(me, 0.6 + scale_random, 0.6 + scale_random)
esetv(me, EV_ENTITYDIED, 1)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
end
function entityDied(me, ent)
if entity_getTarget(me) == ent then
entity_setTarget(me, 0)
end
end
-- the entity's main update function
function update(me, dt)
--Timer for checking state and target
if v.targetDelay > 0 then v.targetDelay = v.targetDelay - dt if v.targetDelay < 0 then v.targetDelay = 0 end end
--Update State/Target
if v.targetDelay == 0 then
local target = entity_getNearestEntity(me, "SeaHorseBaby")
if target == 0 then --No Bevys at all!
if not entity_isState(me, STATE_WANDER) then entity_setState(me, STATE_WANDER) end
else
if not entity_isEntityInRange(me, target,800) then --No bevy nearby... FIND A BEVY
if not entity_isState(me, STATE_SEEKBEVY) then entity_setState(me, STATE_SEEKBEVY) end
else --In range of another bevy
if not entity_isState(me, STATE_SEEKTARGET) then entity_animate(me, "idle", LOOP_INF) end --We want to find a new target every targetUpdate, but don't want to start animation again
entity_setState(me, STATE_SEEKTARGET)
end
end
v.targetDelay = 0.5
end
--Perform actions based on state
if entity_isState(me, STATE_WANDER) then
if v.wanderDelay > 0 then v.wanderDelay = v.wanderDelay - dt if v.wanderDelay < 0 then v.wanderDelay = 0 end end
if v.wanderDelay == 0 then
entity_addVel(me, math.random(50) - 100, math.random(50) - 100)
v.wanderDelay = 1.5
end
elseif entity_hasTarget(me) then
if entity_isState(me, STATE_SEEKBEVY) then
entity_moveTowardsTarget(me, dt, 400)
elseif entity_isState(me, STATE_SEEKTARGET) and entity_isTargetInRange(me, 2000) then
entity_moveTowardsTarget(me, dt, 300)
end --If it has a target, but it's out of range, do nothing, it'll update target soon
end --If it has no target, do nothing...
--Maintenance
entity_flipToVel(me)
entity_doCollisionAvoidance(me, dt, 4, 0.1)
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
end
function enterState(me)
if entity_isState(me, STATE_WANDER) then
entity_animate(me, "FRENZY", LOOP_INF)
elseif entity_isState(me, STATE_SEEKTARGET) then
entity_color(me, 1, 1, 1, 1)
entity_setTarget(me, entity_getNearestEntity(me, "!SeaHorseBaby", 2000))
elseif entity_isState(me, STATE_SEEKBEVY) then
entity_color(me, 1, 0.5, 0.5, 1)
entity_animate(me, "FRENZY", LOOP_INF)
entity_setTarget(me, entity_getNearestEntity(me, "SeaHorseBaby", 2500))
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
return true
end
function hitSurface(me)
end
function shiftWorlds(me, old, new)
end