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Aquaria/game_scripts/scripts/entities/moneye.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
-- ================================================================================================
-- M O N E Y E
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.orient = ORIENT_LEFT
v.orientTimer = 0
v.swimTime = 0.75
v.swimTimer = v.swimTime - v.swimTime/4
v.node_mist = 0
v.eMate = 0
v.matingTimer = 0
v.mateCheckDelay = 4
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(me,
"moneye-head", -- texture
2, -- health
1, -- manaballamount
1, -- exp
1, -- money
28, -- collideRadius (only used if hit entities is on)
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
1
)
loadSound("MoneyeThrust")
-- entity_initPart(partName, partTexture, partPosition, partFlipH, partFlipV,
-- partOffsetInterpolateTo, partOffsetInterpolateTime
entity_initPart(me,
"FlipperLeft",
"moneye-flipper",
-24,
16,
0,
0,
0)
entity_initPart(me,
"FlipperRight",
"moneye-flipper",
24,
16,
0,
1,
0)
entity_partRotate(me, "FlipperLeft", -20, v.swimTime/2, -1, 1, 1)
entity_partRotate(me, "FlipperRight", 20, v.swimTime/2, -1, 1, 1)
entity_scale(me, 0.4, 0.4)
entity_setDeathParticleEffect(me, "TinyGreenExplode")
entity_setEatType(me, EAT_FILE, "Moneye")
esetv(me, EV_ENTITYDIED, 1)
entity_setDamageTarget(me, DT_AVATAR_BUBBLE, 1)
--entity_setMaxSpeed(me, 1000)e
end
function dieNormal(me)
if isForm(FORM_ENERGY) and chance(10) then
emote(EMOTE_NAIJAEVILLAUGH)
end
if chance(10) then
spawnIngredient("SmallEye", entity_x(me), entity_y(me))
end
end
function postInit(me)
v.node_mist = entity_getNearestNode(me, "MIST")
end
-- warning: only called if EV_ENTITYDIED set to 1!
function entityDied(me, ent)
if v.eMate == ent then
v.eMate = 0
entity_setState(me, STATE_IDLE)
end
end
function msg(me, msg, val)
if msg == "mate" then
--debugLog("mate msg")
v.eMate = val
entity_setState(me, STATE_MATING)
end
end
function update(me, dt)
local amt = 400
if entity_isState(me, STATE_MATING) then
--debugLog(string.format("matingTimer: %d", v.matingTimer))
if entity_isEntityInRange(me, v.eMate, 64) then
--debugLog("in range")
v.matingTimer = v.matingTimer + dt
if v.matingTimer > 2 then
--debugLog("MATED!")
entity_delete(me)
entity_delete(v.eMate)
local ent = createEntity("Duoeye", "", entity_getPosition(me))
--[[
entity_setState(me, STATE_SHRINK)
entity_setState(v.eMate, STATE_SHRINK)
]]--
--[[
entity_setState(v.eMate, STATE_IDLE)
entity_setState(me, STATE_IDLE)
]]--
v.eMate = 0
end
else
--debugLog("not in range")
end
if v.eMate ~= 0 then
entity_moveTowards(me, entity_x(v.eMate), entity_y(v.eMate), dt, 800)
end
else
if v.node_mist ~= 0 then
if node_isEntityIn(v.node_mist, me) then
v.mateCheckDelay = v.mateCheckDelay - dt
if v.mateCheckDelay < 0 then
v.eMate = entity_getNearestEntity(me, "Moneye", 256)
if v.eMate ~= 0 and entity_isState(v.eMate, STATE_IDLE) then
entity_msg(v.eMate, "mate", me)
entity_setState(me, STATE_MATING, 4)
end
v.mateCheckDelay = 0.5
end
end
end
if not entity_hasTarget(me) then
entity_findTarget(me, 500)
v.swimTimer = v.swimTimer + dt
if v.swimTimer > v.swimTime then
v.swimTimer = v.swimTimer - v.swimTime
if v.orient == ORIENT_LEFT then
entity_addVel(me, -amt, 0)
v.orient = ORIENT_UP
elseif v.orient == ORIENT_UP then
entity_addVel(me, 0, -amt)
v.orient = ORIENT_RIGHT
elseif v.orient == ORIENT_RIGHT then
entity_addVel(me, amt, 0)
v.orient = ORIENT_DOWN
elseif v.orient == ORIENT_DOWN then
entity_addVel(me, 0, amt)
v.orient = ORIENT_LEFT
end
entity_rotateToVel(me, 0.2)
v.orientTimer = v.orientTimer + dt
entity_doEntityAvoidance(me, 1, 256, 0.2)
end
entity_doCollisionAvoidance(me, dt, 6, 0.5)
else
v.swimTimer = v.swimTimer + dt
if v.swimTimer > v.swimTime then
entity_sound(me, "MoneyeThrust")
entity_moveTowardsTarget(me, 1, amt)
if not entity_isNearObstruction(getNaija(), 8) then
entity_doCollisionAvoidance(me, 1, 6, 0.5)
end
entity_doEntityAvoidance(me, 1, 256, 0.2)
entity_rotateToVel(me, 0.2)
v.swimTimer = v.swimTimer - v.swimTime
else
entity_moveTowardsTarget(me, dt, 100)
entity_doEntityAvoidance(me, dt, 64, 0.1)
--if not entity_isNearObstruction(getNaija(), 8) then
entity_doCollisionAvoidance(me, dt, 6, 0.5)
--end
end
entity_findTarget(me, 800)
end
end
entity_doFriction(me, dt, 600)
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, 16, 1, 1200)
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
v.mateCheckDelay = 3
v.matingTimer = 0
entity_setMaxSpeed(me, 400)
elseif entity_isState(me, STATE_MATING) then
entity_offset(me)
entity_offset(me, 0, 8, 0.08, -1, 1)
end
end
function exitState(me)
end
function hitSurface(me)
v.orient = v.orient + 1
end