1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2024-12-28 15:55:51 +00:00
Aquaria/game_scripts/scripts/entities/hatchetfish.lua

178 lines
5.9 KiB
Lua
Raw Normal View History

-- 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
-- H A T C H E T F I S H
local STATE_CIRCLE = 1000
local STATE_WANDER = 1001 --Assumes bevy has no target
local STATE_SEEKTARGET = 1002 --Everything is just dandy, following stuff
local STATE_SEEKBEVY = 1003 --No bevy in range, find a bevy!
v.targetDelay = 0.5 -- Time between checking targets
v.wanderDelay = 2 -- Amount of time to wander in a given direction
v.segsOn = true
-- ================================================================================================
-- M Y F U N C T I O N S
-- ================================================================================================
local function setSpookSegsOn(me)
bone_setSegs(v.body, 8, 2, 0.12, 0.42, 0, -0.03, 8, 0)
bone_setSegs(v.glow01, 8, 2, 0.12, 0.42, 0, -0.03, 8, 0)
bone_setSegs(v.glow02, 8, 2, 0.12, 0.42, 0, -0.03, 8, 0)
end
local function setSpookSegsOff(me)
bone_setSegs(v.body, 8, 2, 0.23, 0.69, 0, -0.03, 8, 0)
bone_setSegs(v.glow01, 8, 2, 0.23, 0.69, 0, -0.03, 8, 0)
bone_setSegs(v.glow02, 8, 2, 0.23, 0.69, 0, -0.03, 8, 0)
--bone_setSegs(v.body)
--bone_setSegs(v.glow01)
--bone_setSegs(v.glow02)
end
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"", -- texture
4, -- health
1, -- manaballamount
1, -- exp
1, -- money
32, -- collideRadius (only used if hit entities is on)
STATE_WANDER, -- 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, "hatchetfish")
v.body = entity_getBoneByName(me, "body")
v.glow01 = entity_getBoneByName(me, "glow01")
v.glow02 = entity_getBoneByName(me, "glow02")
entity_animate(me, "idle", LOOP_INF)
entity_setDeathParticleEffect(me, "TinyGreenExplode")
entity_setMaxSpeed(me, 400)
entity_setDropChance(me, 10, 1)
local scale_random = math.random(40) * 0.01
entity_scale(me, 0.6 + scale_random, 0.6 + scale_random)
esetv(me, EV_ENTITYDIED, 1)
end
function postInit(me)
--bone_scale(v.glow02, 1.31, 2.5, 3.4, -1, 1, 1)
bone_alpha(v.glow01, 0.12, 1.23, -1, 1, 1)
bone_alpha(v.body, 0.23, 4.2, -1, 1, 1)
setSpookSegsOn(me)
v.segsOn = true
end
function entityDied(me, ent)
if entity_getTarget(me) == ent then
entity_setTarget(me, 0)
end
end
-- the entity's main update function
function update(me, dt)
--Timer for checking state and target
if v.targetDelay > 0 then v.targetDelay = v.targetDelay - dt if v.targetDelay < 0 then v.targetDelay = 0 end end
--Update State/Target
if v.targetDelay == 0 then
local target = entity_getNearestEntity(me, "hatchetfish")
if target == 0 then --No Bevys at all!
if not entity_isState(me, STATE_WANDER) then entity_setState(me, STATE_WANDER) end
else
if not entity_isEntityInRange(me, target,800) then --No bevy nearby... FIND A BEVY
if not entity_isState(me, STATE_SEEKBEVY) then entity_setState(me, STATE_SEEKBEVY) end
else --In range of another bevy
if not entity_isState(me, STATE_SEEKTARGET) then entity_animate(me, "idle", LOOP_INF) end --We want to find a new target every targetUpdate, but don't want to start animation again
entity_setState(me, STATE_SEEKTARGET)
end
end
v.targetDelay = 0.5
end
--Perform actions based on state
if entity_isState(me, STATE_WANDER) then
if v.wanderDelay > 0 then v.wanderDelay = v.wanderDelay - dt if v.wanderDelay < 0 then v.wanderDelay = 0 end end
if v.wanderDelay == 0 then
entity_addVel(me, math.random(50) - 100, math.random(50) - 100)
v.wanderDelay = 1.5
end
elseif entity_hasTarget(me) then
if entity_isState(me, STATE_SEEKBEVY) then
entity_moveTowardsTarget(me, dt, 400)
elseif entity_isState(me, STATE_SEEKTARGET) and entity_isTargetInRange(me, 2000) then
entity_moveTowardsTarget(me, dt, 300)
end --If it has a target, but it's out of range, do nothing, it'll update target soon
end --If it has no target, do nothing...
--Maintenance
entity_flipToVel(me)
entity_doCollisionAvoidance(me, dt, 4, 0.1)
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
end
function enterState(me)
if entity_isState(me, STATE_WANDER) then
entity_animate(me, "FRENZY", LOOP_INF)
elseif entity_isState(me, STATE_SEEKTARGET) then
entity_color(me, 1, 1, 1, 1)
entity_setTarget(me, entity_getNearestEntity(me, "!Bevy", 2000))
elseif entity_isState(me, STATE_SEEKBEVY) then
entity_color(me, 1, 0.5, 0.5, 1)
entity_animate(me, "FRENZY", LOOP_INF)
entity_setTarget(me, entity_getNearestEntity(me, "Bevy", 2500))
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
return true
end
function hitSurface(me)
end
function shiftWorlds(me, old, new)
end