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Aquaria/game_scripts/scripts/entities/skeeter.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
local STATE_INACTIVE = 1000
local STATE_BURSTRIGHT = 1001
local STATE_BURSTLEFT = 1002
local STATE_BURSTLEFTPREP = 1003
local STATE_BURSTRIGHTPREP = 1004
v.level = 0
v.burstDelay = 2
v.lastDir = 0
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "Skeeter")
--entity_setEntityLayer(me, 1)
--entity_setAllDamageTargets(me, true)
entity_setCollideRadius(me, 32)
entity_setState(me, STATE_IDLE)
entity_setCanLeaveWater(me, true)
entity_setDeathParticleEffect(me, "TinyGreenExplode")
entity_setInternalOffset(me, 0, -16)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
v.level = entity_y(me)
end
function update(me, dt)
if entity_isState(me, STATE_INACTIVE) then
if math.abs(getWaterLevel()-v.level) < 50 then
entity_setState(me, STATE_IDLE)
end
else
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 800)
entity_setPosition(me, entity_x(me), v.level)
if entity_isState(me, STATE_BURSTRIGHT) then
entity_addVel(me, 1000*dt, 0)
elseif entity_isState(me, STATE_BURSTLEFT) then
entity_addVel(me, -1000*dt, 0)
elseif entity_isState(me, STATE_IDLE) then
entity_doSpellAvoidance(me, dt, 64, 0.5)
entity_doFriction(me, dt, 300)
entity_doEntityAvoidance(me, dt, 32, 0.5)
v.burstDelay = v.burstDelay - dt
if v.burstDelay < 0 then
v.burstDelay = 0.5 + math.random(200)/200.0
if v.lastDir == 0 then
entity_setState(me, STATE_BURSTLEFTPREP)
v.lastDir = 1
else
entity_setState(me, STATE_BURSTRIGHTPREP)
v.lastDir = 0
end
end
end
if math.abs(getWaterLevel()-v.level) > 50 then
entity_setState(me, STATE_INACTIVE)
end
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
if entity_isfh(me) then
entity_fh(me)
end
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_BURSTLEFTPREP) then
entity_clearVel(me)
entity_setStateTime(me, entity_animate(me, "burstLeftPrep"))
elseif entity_isState(me, STATE_BURSTRIGHTPREP) then
entity_clearVel(me)
entity_fh(me)
entity_setStateTime(me, entity_animate(me, "burstLeftPrep"))
elseif entity_isState(me, STATE_BURSTLEFT) or entity_isState(me, STATE_BURSTRIGHT) then
entity_setStateTime(me, 4 + math.random(3))
entity_setMaxSpeedLerp(me, 4, 1.0)
entity_animate(me, "burstLeft", -1)
elseif entity_isState(me, STATE_INACTIVE) then
entity_alpha(me, 0, 0.2)
elseif entity_isState(me, STATE_DEAD) then
entity_sound(me, "MetalExplode", math.random(100)+1100)
spawnParticleEffect("SkeeterDie", entity_getPosition(me))
end
end
function exitState(me)
if entity_isState(me, STATE_INACTIVE) then
entity_alpha(me, 1, 0.2)
elseif entity_isState(me, STATE_BURSTLEFTPREP) then
entity_setState(me, STATE_BURSTLEFT)
elseif entity_isState(me, STATE_BURSTRIGHTPREP) then
entity_setState(me, STATE_BURSTRIGHT)
elseif entity_isState(me, STATE_BURSTRIGHT) or entity_isState(me, STATE_BURSTLEFT) then
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
return true
end
function animationKey(me, key)
if entity_isState(me, STATE_BURSTLEFT) or entity_isState(me, STATE_BURSTRIGHT) then
if key == 1 or key == 2 then
entity_sound(me, "Splish", math.random(500)+1000)
end
end
end
function hitSurface(me)
if entity_isState(me, STATE_BURSTRIGHT) or entity_isState(me, STATE_BURSTLEFT) then
entity_setState(me, STATE_IDLE)
end
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end