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Aquaria/files/scripts/entities/pet_blaster.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
-- P E T N A U T I L U S
local STATE_ATTACKPREP = 1000
local STATE_ATTACK = 1001
v.lungeDelay = 0
v.spinDir = -1
v.rot = 0
v.rot2 = 0
v.shotDrop = 0
v.fireDelay = 0
v.shotsFired = 0
v.fig = 1
function init(me)
setupBasicEntity(
me,
"", -- texture
4, -- health
1, -- manaballamount
1, -- exp
1, -- money
0, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
90, -- sprite width
90, -- 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_initSkeletal(me, "Blaster")
entity_scale(me, 0.5, 0.5)
entity_setDeathParticleEffect(me, "TinyBlueExplode")
v.lungeDelay = 1.0
v.rot = 0
esetv(me, EV_LOOKAT, 0)
esetv(me, EV_ENTITYDIED, 1)
esetv(me, EV_TYPEID, EVT_PET)
for i=DT_AVATAR,DT_AVATAR_END do
entity_setDamageTarget(me, i, false)
end
end
function postInit(me)
v.n = getNaija()
end
function update(me, dt)
if getPetPower()==1 then
entity_setColor(me, 1, 0.5, 0.5, 0.1)
else
entity_setColor(me, 1, 1, 1, 1)
end
if not isInputEnabled() or not entity_isUnderWater(v.n) then
entity_setPosition(me, entity_x(v.n), entity_y(v.n), 0.3)
entity_alpha(me, 0, 0.1)
return
else
entity_alpha(me, 1, 0.1)
end
local naijaUnder = entity_y(v.n) > getWaterLevel()
if naijaUnder then
if entity_y(me)-32 < getWaterLevel() then
entity_setPosition(me, entity_x(me), getWaterLevel()+32)
end
else
if entity_isState(me, STATE_FOLLOW) then
entity_setPosition(me, entity_x(v.n), entity_y(v.n), 0.1)
end
end
if entity_isState(me, STATE_FOLLOW) then
v.rot = v.rot + dt*0.75
v.rot2 = v.rot2 + dt *0.25
if v.rot > 1 then
v.rot = v.rot - 1
if v.fig == 1 then
v.fig = -1
else
v.fig = 1
end
end
if v.rot2 > 1 then
v.rot2 = v.rot2 - 1
end
local dist = 200
local t = 0
local t2 = 0
local x = 0
local y = 0
if avatar_isRolling() then
dist = 90
v.spinDir = -avatar_getRollDirection()
t = v.rot * 6.28
t2 = v.rot2 * 6.28
else
t = v.rot * 6.28
t2 = v.rot2 * 6.28
end
if not entity_isEntityInRange(me, v.n, 1024) then
entity_setPosition(me, entity_getPosition(v.n))
end
x = x + math.cos(t)*dist
y = y + math.sin(t2)*dist
if naijaUnder then
entity_setPosition(me, entity_x(v.n)+x, entity_y(v.n)+y, 0.6)
end
--entity_handleShotCollisions(me)
local ent = entity_getNearestEntity(me, "", 600, ET_ENEMY, DT_AVATAR_ENERGYBLAST)
if ent~= 0 and not entity_isDamageTarget(ent, DT_AVATAR_PET) then
ent = 0
end
local off = 0
local t = 0.15
if ent == 0 then
ent = v.n
entity_rotateOffset(me, 180)
t = 0
else
entity_rotateOffset(me, 0)
end
if ent ~= 0 then
entity_rotateToEntity(me, ent, t, off)
end
v.lungeDelay = v.lungeDelay - dt * (getPetPower()+1)
if v.lungeDelay < 0 then
v.fireDelay = v.fireDelay - dt * (getPetPower()+1)
if v.fireDelay < 0 then
if ent ~= 0 and ent ~= v.n then
local s = createShot("PetBlasterFire", me, ent, entity_x(me), entity_y(me))
local tx, ty = entity_getTargetPoint(ent, 0)
local vx = tx - entity_x(me)
local vy = ty - entity_y(me)
shot_setAimVector(s, vx, vy)
end
v.shotsFired = v.shotsFired + 1
v.fireDelay = 0.2
end
if v.shotsFired >= 3 then
v.lungeDelay = 3
v.fireDelay = 0
v.shotsFired = 0
end
end
end
end
function entityDied(me, ent)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_FOLLOW) then
entity_animate(me, "idle", -1)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
return false
end
function hitSurface(me)
end
function shiftWorlds(me, old, new)
end