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Aquaria/game_scripts/scripts/entities/_unused/currentswitch.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
-- current switches
dofile("scripts/entities/entityInclude.lua")
v.CURRENTSWITCH_OFF = 1
v.CURRENTSWITCH_ON = 2
v.bone_orb = 0
function v.commonInit(me)
entity_setEntityType(me, ET_NEUTRAL)
entity_setWidth(me, 64)
entity_setHeight(me, 64)
entity_setUpdateCull(me, -1)
entity_setActivation(me, AT_CLICK, 64, 256)
entity_initSkeletal(me, "FleshSwitch")
entity_animate(me, "idle", LOOP_INF)
v.bone_orb = entity_getBoneByName(me, "Orb")
end
function postInit(me)
debugLog("postInit")
if entity_isFlag(me, v.CURRENTSWITCH_ON) then
entity_setState(me, STATE_ON)
elseif entity_isFlag(me, v.CURRENTSWITCH_OFF) then
entity_setState(me, STATE_OFF)
end
end
local function setGroupState(me, state)
if entity_getGroupID(me) ~= 0 then
local iter = 0
local ent = getEntityInGroup(entity_getGroupID(me), iter)
while (ent ~= 0) do
--debugLog("Looping thru group")
if not (ent == me) then
if not entity_isState(ent, state) then
entity_setState(ent, state)
end
end
iter = iter + 1
ent = getEntityInGroup(entity_getGroupID(me), iter)
end
end
end
function enterState(me, state)
if entity_isState(me, STATE_ON) then
debugLog("setting on")
entity_animate(me, "open")
--entity_setNodeGroupActive(me, 0, true)
local node = getNearestNodeByType(entity_x(me), entity_y(me), PATH_CURRENT)
if node ~= 0 then
debugLog("found node, setting")
node_setActive(node, true)
else
debugLog("did not find node")
end
entity_setFlag(me, v.CURRENTSWITCH_ON)
-- turn other switches off
setGroupState(me, STATE_OFF)
--bone_setColor(v.bone_orb, 0, 1, 0, 0.5)
--entity_setColor(me, 0, 1, 0, 0)
elseif entity_isState(me, STATE_OFF) then
debugLog("setting off")
entity_animate(me, "close")
--entity_setNodeGroupActive(me, 0, false)
local node = getNearestNodeByType(entity_x(me), entity_y(me), PATH_CURRENT)
if node ~= 0 then
node_setActive(node, false)
end
entity_setFlag(me, v.CURRENTSWITCH_OFF)
-- turn other switches on
setGroupState(me, STATE_ON)
--bone_setColor(v.bone_orb, 1, 0, 0, 0.5)
--entity_setColor(me, 1, 0, 0, 0)
end
end
function activate(me)
if entity_isFlag(me, v.CURRENTSWITCH_OFF) then
debugLog("setting stateon")
entity_setState(me, STATE_ON)
end
end
function songNote(me, note)
end
function update(me)
end