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Aquaria/game_scripts/scripts/entities/krill.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
-- ================================================================================================
-- Krill
-- ================================================================================================
-- specific
local STATE_JUMP = 1000
local STATE_TRANSITION = 1001
local STATE_RETURNTOWALL = 1002
local STATE_SURFACE = 1003
local STATE_LAYEGGS = 1004
local STATE_RECOVER = 1005
local STATE_PASSON = 1006
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.moveTimer = 0
v.moveDir = 0
v.avoidCollisionsTimer = 0
v.eggTimer = 0
v.lifeSpan = 0
v.eggTime = 2
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"Krill/Krill", -- texture
3, -- health
2, -- manaballamount
2, -- exp
10, -- money
16, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
64, -- sprite width
64, -- sprite height
1, -- particle "explosion" type, 0 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
3000, -- updateCull -1: disabled, default: 4000
1
)
entity_setEatType(me, EAT_FILE, "SmallFood")
entity_setMaxSpeed(me, 500)
entity_setDropChance(me, 0)
entity_setDeathParticleEffect(me, "TinyRedExplode")
esetv(me, EV_WALLOUT, 8)
v.lifeSpan = 18 + math.random(8)
--v.lifeSpan = 8
entity_setState(me, STATE_IDLE)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
--entity_setDamageTarget(me, DT_AVATAR_PET, false)
end
function postInit(me)
entity_ensureLimit(me, 128, STATE_PASSON)
end
function update(me, dt)
if entity_isState(me, STATE_IDLE) then
v.lifeSpan = v.lifeSpan - dt
if v.lifeSpan < 2 then
entity_setMaxSpeedLerp(me, 0.1, 0.1)
entity_color(me, 0.2,0.4,0.4,100*dt)
elseif v.lifeSpan < 4 then
entity_setMaxSpeedLerp(me, 0.4, 0.1)
entity_setColor(me, 0.6, 0.9, 0.9, 100*dt)
end
if v.lifeSpan < 0 then
entity_setState(me, STATE_PASSON)
end
v.avoidCollisionsTimer = v.avoidCollisionsTimer + dt
if v.avoidCollisionsTimer > 5 then
v.avoidCollisionsTimer = 0
end
v.moveTimer = v.moveTimer + dt
if v.moveTimer < 1.5 then
-- move
local amount = 2000*dt
if v.moveDir == 0 then
entity_addVel(me, -amount, 0)
if entity_isFlippedHorizontal(me) then
entity_flipHorizontal(me)
end
elseif v.moveDir == 1 then
entity_addVel(me, 0, amount)
elseif v.moveDir == 2 then
entity_addVel(me, amount, 0)
if not entity_isFlippedHorizontal(me) then
entity_flipHorizontal(me)
end
elseif v.moveDir == 3 then
entity_addVel(me, 0, amount)
end
elseif v.moveTimer > 3 then
-- stop
--entity_clearVel(me)
v.moveTimer = 0
v.moveDir = v.moveDir +1
if v.moveDir >= 4 then
v.moveDir = 0
end
elseif v.moveTimer > 2.5 then
local factor = 5*dt
entity_addVel(me, -entity_velx(me)*factor, -entity_vely(me)*factor)
end
if v.avoidCollisionsTimer < 3 then
entity_doCollisionAvoidance(me, dt, 4, 1.0)
end
entity_updateMovement(me, dt)
elseif entity_isState(me, STATE_SURFACE) then
entity_moveAlongSurface(me, dt, 20, 2)
entity_rotateToSurfaceNormal(me, 0.1)
if not entity_isFlippedHorizontal(me) then
entity_flipHorizontal(me)
end
v.eggTimer = v.eggTimer + dt
if v.eggTimer > v.eggTime then
v.eggTimer = 0
entity_setState(me, STATE_LAYEGGS)
end
elseif entity_isState(me, STATE_LAYEGGS) or entity_isState(me, STATE_RECOVER) then
entity_rotateToSurfaceNormal(me, 0.1)
elseif entity_isState(me, STATE_PASSON) then
entity_addVel(me, 0, -800*dt)
entity_updateMovement(me, dt)
end
if not entity_isState(me, STATE_GROW) then
entity_handleShotCollisions(me)
end
end
function hitSurface(me)
entity_clampToSurface(me)
entity_setState(me, STATE_SURFACE, 3+math.random(2))
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
v.avoidCollisionsTimer = 0
elseif entity_isState(me, STATE_SURFACE) then
entity_clearVel(me)
if chance(50) then
entity_switchSurfaceDirection(me, 1)
if entity_isFlippedHorizontal(me) then
entity_flipHorizontal(me)
end
else
entity_switchSurfaceDirection(me, 0)
if not entity_isFlippedHorizontal(me) then
entity_flipHorizontal(me)
end
end
elseif entity_isState(me, STATE_GROW) then
entity_scale(me)
entity_scale(me, 1, 1, 1)
entity_setStateTime(me, 1)
v.eggTimer = -7
elseif entity_isState(me, STATE_LAYEGGS) then
entity_setInternalOffset(me, 0, 0)
entity_setInternalOffset(me, 10, 0, 0.1, -1, 1)
entity_setStateTime(me, 2)
v.lifeSpan = v.lifeSpan - 2
elseif entity_isState(me, STATE_RECOVER) then
local eggs = createEntity("KrillEggs", "", entity_getPosition(me))
entity_alpha(eggs, 0)
entity_alpha(eggs, 1, 0.5)
entity_scale(eggs, 1)
entity_scale(eggs, 1, 1, 0.5)
entity_setInternalOffset(eggs)
entity_setInternalOffset(eggs, 0, -16, 0.5)
entity_rotate(eggs, entity_getRotation(me))
entity_setInternalOffset(me, 0, 0, 0.5)
entity_setStateTime(me, 2)
elseif entity_isState(me, STATE_PASSON) then
local t = 2
entity_setStateTime(me, t)
entity_alpha(me, 1)
entity_alpha(me, 0, t)
entity_rotate(me, -180, t*1.2)
end
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_AVATAR_BITE then
entity_changeHealth(me, -100)
end
return true
end
function exitState(me)
if entity_isState(me, STATE_SURFACE) then
entity_setState(me, STATE_IDLE)
entity_rotate(me, 0, 1)
elseif entity_isState(me, STATE_LAYEGGS) then
entity_setState(me, STATE_RECOVER)
elseif entity_isState(me, STATE_RECOVER) then
entity_setState(me, STATE_IDLE)
entity_rotate(me, 0, 1)
elseif entity_isState(me, STATE_GROW) then
entity_rotate(me, 0, 1)
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_PASSON) then
entity_delete(me)
end
end