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Aquaria/game_scripts/scripts/entities/lionfish.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
-- ================================================================================================
-- L I O N F I S H
-- ================================================================================================
-- ================================================================================================
-- S T A T E S
-- ================================================================================================
local STATE_GLIDING = 1001
local STATE_TO_THRUST = 1002
local STATE_THRUSTING = 1003
local STATE_TO_GLIDE = 1004
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.maxSpeed = 890
v.angle = 90
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function init(me)
v.swimTime = 0.34 + (math.random(42)*0.01)
setupBasicEntity(
me,
"", -- texture
20, -- health
1, -- manaballamount
1, -- exp
1, -- money
64, -- collideRadius (only used if hit entities is on)
STATE_GLIDING, -- initState
128, -- 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)
1800 -- updateCull -1: disabled, default: 4000
)
entity_initSkeletal(me, "lionfish")
entity_setDeathParticleEffect(me, "Explode")
entity_setDropChance(me, 21)
entity_setState(me, STATE_GLIDING)
entity_rotateTo(me, 360, 0.1)
entity_setMaxSpeed(me, v.maxSpeed)
end
function animationKey(me, key)
end
function postInit(me)
-- FLIP HORIZONTALLY IF THERE'S A FLIP NODE
local node = entity_getNearestNode(me, "FLIP")
if node ~=0 then
if node_isEntityIn(node, me) then
entity_fh(me)
end
end
end
function update(me, dt)
-- SWIM ANGLE
if entity_getState(me) == STATE_GLIDING then
v.swimTime = v.swimTime - dt
if v.swimTime < 0 then
v.swimTime = 1.23 + (math.random(234)*0.01)
-- Point based on Flip
if not entity_isfh(me) then
v.angle = 58 + math.random(64)
entity_rotateTo(me, v.angle + 270, 2)
else
v.angle = 238 + math.random(64)
entity_rotateTo(me, v.angle + 90, 2)
end
entity_setState(me, STATE_TO_THRUST)
end
end
-- SUBTLE GLIDE
if entity_getState(me) == STATE_TO_THRUST then
if not entity_isfh(me) then
entity_moveTowardsAngle(me, entity_getRotation(me) - 270, 1, 2.48)
else
entity_moveTowardsAngle(me, entity_getRotation(me) - 90, 1, 2.48)
end
end
-- FLIP L/R
local flipThresh = 50
if entity_velx(me) < -flipThresh and not entity_isfh(me) then
entity_fh(me)
v.angle = v.angle + 180
elseif entity_velx(me) > flipThresh and entity_isfh(me) then
entity_fh(me)
v.angle = v.angle - 180
end
-- AVOIDANCE
entity_doEntityAvoidance(me, dt, 43, 0.12)
entity_doCollisionAvoidance(me, dt, 5, 0.36)
-- MOVEMENT
entity_doFriction(me, dt, 48)
entity_updateMovement(me, dt)
-- DAMAGE
entity_handleShotCollisions(me)
if entity_touchAvatarDamage(me, 32, 1, 1200) then
setPoison(1, 8)
end
end
function enterState(me)
if entity_getState(me) == STATE_TO_THRUST then
entity_setStateTime(me, entity_animate(me, "idle"), -1)
elseif entity_getState(me) == STATE_THRUSTING then
entity_setStateTime(me, entity_animate(me, "thrust"), -1)
elseif entity_getState(me) == STATE_TO_GLIDE then
entity_setStateTime(me, entity_animate(me, "idle"), -1)
end
end
function exitState(me)
if entity_getState(me) == STATE_GLIDING then
elseif entity_getState(me) == STATE_TO_THRUST then
entity_setState(me, STATE_THRUSTING)
elseif entity_getState(me) == STATE_THRUSTING then
-- THRUST
entity_moveTowardsAngle(me, v.angle, 1, 124 + math.random(124))
entity_setState(me, STATE_TO_GLIDE)
elseif entity_getState(me) == STATE_TO_GLIDE then
entity_setState(me, STATE_GLIDING)
end
end
function damage(me, attacker, bone, damageType, dmg)
return true
end
function dieNormal(me)
if chance(25) then
spawnIngredient("LeechingPoultice", entity_x(me), entity_y(me))
end
end