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Aquaria/game_scripts/scripts/entities/naijaswarmercommon.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
v.n = 0
v.minCap = 400
v.maxCap = 700
v.cap = v.minCap
v.body = 0
v.glow = 0
v.singingDelay = 0
v.curNote = 0
v.singing = false
function v.commonInit(me, tex)
v.add = math.random(50)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "minnow")
--entity_setTexture(me, "title/minnow")
entity_setAllDamageTargets(me, false)
v.body = entity_getBoneByName(me, "Body")
v.glow = entity_getBoneByName(me, "Glow")
if tex ~= "" then
bone_setTexture(v.body, tex)
end
if chance(50) then
entity_setEntityLayer(me, 0)
else
entity_setEntityLayer(me, 1)
end
--entity_setEntityLayer(me, -1)
--entity_alpha(me, 0.5)
bone_alpha(v.body, 0.5)
entity_setState(me, STATE_IDLE)
esetv(me, EV_LOOKAT, 0)
bone_setBlendType(v.glow, BLEND_ADD)
bone_alpha(v.glow, 0)
bone_scale(v.glow, 2, 2)
bone_scale(v.glow, 4, 4, 1, -1, 1)
entity_addRandomVel(me, 600)
esetv(me, EV_LOOKAT, 0)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
v.cap = v.cap - dt*400
if v.cap < v.minCap then
v.cap = v.minCap
end
local add = v.add
if v.singing and avatar_isBursting() then
v.cap = v.maxCap
add = 600
end
--entity_doCollisionAvoidance(me, dt, 4, 0.5)
entity_doCollisionAvoidance(me, dt, 5, 0.5)
--local x, y = getMouseWorldPos()
if v.singing then
local x, y = entity_getPosition(v.n)
entity_moveTowards(me, x, y, dt, 300+add)
entity_doEntityAvoidance(me, dt, 32, 0.5)
if v.singingDelay > 0 then
v.singingDelay = v.singingDelay - dt
if v.singingDelay < 0 then
v.singing = false
end
end
else
local ent = entity_getNearestEntity(me, entity_getName(me), 256)
if ent ~= 0 then
local x, y = entity_getPosition(ent)
entity_moveTowards(me, x, y, dt, 800+add)
end
entity_doEntityAvoidance(me, dt, 40, 0.5)
--entity_doEntityAvoidance(me, dt, 32,
end
local vx = entity_velx(me)
local vy = entity_vely(me)
vx, vy = vector_cap(vx, vy, v.cap)
entity_clearVel(me)
entity_addVel(me, vx, vy)
entity_setPosition(me, entity_x(me) + entity_velx(me)*dt, entity_y(me)+entity_vely(me)*dt)
--entity_updateMovement(me, dt)
entity_rotateToVel(me)
local len = vector_getLength(vx, vy)
addInfluence(entity_x(me), entity_y(me), 16, len)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
return false
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
v.curNote = note
v.singing = true
v.singingDelay = 0
local r, g, b = getNoteColor(note)
bone_alpha(v.glow, 0.5, 1)
bone_setColor(v.glow, r, g, b, 1)
end
function songNoteDone(me, note)
if note == v.curNote then
v.singingDelay = 3
bone_alpha(v.glow, 0, 4)
bone_setColor(v.glow, 1, 1, 1, 4)
end
end
function song(me, song)
end
function activate(me)
end