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Aquaria/game_scripts/scripts/entities/crystalholder.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
-- CrystalHolder
v.charge = 0
v.delay = 1
v.glow = 0
v.crystal = 0
v.lx = 0
v.ly = 0
v.setWaterLevel = false
local STATE_DROPPED = 1000
local STATE_ROTATE = 1001
function init(me)
setupEntity(me)
--entity_setProperty(me, EP_SOLID, true)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
entity_setProperty(me, EP_MOVABLE, true)
entity_setCollideRadius(me, 32)
entity_setMaxSpeed(me, 450)
--entity_setMaxSpeed(me, 600)
entity_setEntityType(me, ET_NEUTRAL)
entity_initSkeletal(me, "CrystalHolder")
entity_animate(me, "idle")
v.glow = entity_getBoneByName(me, "Glow")
v.crystal = entity_getBoneByName(me, "Crystal")
bone_alpha(v.glow, 0)
entity_setCanLeaveWater(me, 1)
--entity_setProperty(me, EP_BATTERY, true)
end
function postInit(me)
--v.lx,v.ly = entity_getPosition(me)
end
function update(me, dt)
if not v.setWaterLevel then
v.lx,v.ly = entity_getPosition(me)
entity_setPosition(me, entity_x(me), getWaterLevel())
if not entity_isNearObstruction(me, 1) then
v.ly = getWaterLevel(me)
end
end
--if not entity_isState(me, STATE_CHARGED) then
entity_handleShotCollisions(me)
--end
--[[
if not entity_isState(me, STATE_INHOLDER) then
entity_updateMovement(me, dt)
end
]]--
entity_updateMovement(me, dt)
entity_updateCurrents(me)
if not entity_isBeingPulled(me) then
entity_clearVel(me)
end
if entity_isState(me, STATE_IDLE) then
local node = entity_getNearestNode(me, "LIGHT")
if node ~= 0 and node_isEntityIn(node, me) then
-- charging
--debugLog(string.format("charge:%f", charge))
v.charge = v.charge + dt
if v.charge > 2 then
entity_setState(me, STATE_CHARGED, 2)
end
else
if v.charge > 0 then
v.charge = v.charge - dt
if v.charge < 0 then
v.charge = 0
end
end
end
end
if entity_isState(me, STATE_ROTATE) then
if not entity_isAnimating(me) then
entity_setState(me, STATE_DROPPED)
end
end
local levelDiff = math.abs(entity_y(me)-getWaterLevel())
if entity_isState(me, STATE_IDLE) then
--debugLog(string.format("diff: %f", levelDiff))
if levelDiff > 50 then
--debugLog("setting false")
entity_setProperty(me, EP_MOVABLE, false)
else
--debugLog("setting true")
entity_setProperty(me, EP_MOVABLE, true)
end
end
if levelDiff < 100 then
entity_setPosition(me, entity_x(me), getWaterLevel())
end
if entity_isNearObstruction(me, 1) then
entity_setPosition(me, v.lx, v.ly)
end
v.lx, v.ly = entity_getPosition(me)
end
function enterState(me)
if entity_isState(me, STATE_CHARGED) then
entity_setProperty(me, EP_MOVABLE, false)
bone_alpha(v.glow, 1, 1)
elseif entity_isState(me, STATE_ROTATE) then
entity_animate(me, "rotate")
elseif entity_isState(me, STATE_DROPPED) then
entity_setProperty(me, EP_MOVABLE, false)
bone_alpha(v.crystal, 0)
bone_alpha(v.glow, 0)
local x, y = bone_getWorldPosition(v.crystal)
local ent = createEntity("LightCrystalCharged", "", x, y)
entity_rotate(ent, 180)
end
end
function exitState(me)
if entity_isState(me, STATE_CHARGED) then
entity_setState(me, STATE_ROTATE)
end
end
function hitSurface(me)
--entity_sound(me, "rock-hit")
end
function damage(me, attacker, bone, damageType, dmg)
return false
end
function activate(me)
end