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Aquaria/game_scripts/scripts/entities/moloch.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
-- MOLOCH
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.fireDelay = 2
v.moveTimer = 0
v.charge = 0
local STATE_CHARGE = 1000
local STATE_DELAY = 1001
v.inited = false
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"", -- texture
6, -- health
2, -- manaballamount
2, -- exp
1, -- money
48, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
1, -- 0/1 hit other entities off/on (uses collideRadius)
4000 -- updateCull -1: disabled, default: 4000
)
entity_scale(me, 0.75, 0.75)
entity_setDropChance(me, 25)
entity_clampToSurface(me)
entity_setDeathParticleEffect(me, "PurpleExplode")
entity_initSkeletal(me, "Moloch")
v.charge = entity_getBoneByName(me, "Charge")
bone_alpha(v.charge, 0)
entity_animate(me, "idle")
v.inited = true
entity_setEatType(me, EAT_FILE, "HotEnergy")
end
function update(me, dt)
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 0.1)
if entity_isState(me, STATE_IDLE) then
entity_moveAlongSurface(me, dt, 140, 6, 10)
entity_rotateToSurfaceNormal(me, 0.1)
-- entity_rotateToSurfaceNormal(0.1)
v.moveTimer = v.moveTimer + dt
if v.moveTimer > 4 then
entity_switchSurfaceDirection(me)
v.moveTimer = 0
end
if not(entity_hasTarget(me)) then
entity_findTarget(me, 1200)
else
if v.fireDelay > 0 then
v.fireDelay = v.fireDelay - dt
if v.fireDelay < 0 then
v.fireDelay = 3
entity_setState(me, STATE_CHARGE)
end
end
end
end
if entity_isState(me, STATE_CHARGE) or entity_isState(me, STATE_DELAY) then
entity_moveAlongSurface(me, dt, 60, 6, 10)
entity_rotateToSurfaceNormal(me, 0.1)
end
if isObstructed(entity_x(me), entity_y(me)) then
entity_adjustPositionBySurfaceNormal(me, 1)
end
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
if v.inited then
bone_setSegs(entity_getBoneByName(me, "Body"), 2, 16, 0.3, 0.3, -0.028, 0, 6, 1)
end
elseif entity_isState(me, STATE_CHARGE) then
local t = 3
entity_setStateTime(me, t)
bone_scale(v.charge)
bone_scale(v.charge, 1.5, 1.5, t)
--[[
bone_offset(v.charge, -5)
bone_offset(v.charge, 5, 0, 0.5, -1)
]]--
bone_alpha(v.charge, 1, 0.5)
bone_setSegs(entity_getBoneByName(me, "Body"), 2, 16, 0.3, 0.3, -0.058, 0, 12, 1)
elseif entity_isState(me, STATE_DELAY) then
entity_setStateTime(me, 1)
end
end
function exitState(me)
if entity_isState(me, STATE_CHARGE) then
local sx, sy = bone_getScale(v.charge)
if sx > 1.2 then
bone_alpha(v.charge, 0, 0.2)
--entity_doGlint(me, "Particles/PurpleFlare")
--local s = entity_fireAtTarget(me, "", 1.5, 700, 500, 3, 64)
--shot_setNice(s, "Shots/HotEnergy", "HeatTrail", "HeatHit")
local s = createShot("HotEnergy", me, entity_getTarget(me), bone_getWorldPosition(v.charge))
end
entity_setState(me, STATE_DELAY)
elseif entity_isState(me, STATE_DELAY) then
entity_setState(me, STATE_IDLE)
end
end
function damage(me)
return true
end
function hitSurface(me)
end