mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-26 10:13:49 +00:00
152 lines
4.5 KiB
Lua
152 lines
4.5 KiB
Lua
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-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria is free software; you can redistribute it and/or
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-- modify it under the terms of the GNU General Public License
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-- as published by the Free Software Foundation; either version 2
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-- of the License, or (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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--
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-- See the GNU General Public License for more details.
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--
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-- You should have received a copy of the GNU General Public License
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-- along with this program; if not, write to the Free Software
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-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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-- ================================================================================================
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-- S Q U I D D Y
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-- ================================================================================================
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-- entity specific
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local STATE_FIREPREP = 1000
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local STATE_FIRE = 1001
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local STATE_LUNGE = 1002
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.fireDelay = 1.4
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v.lungeDelay = 2
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v.n = 0
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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function init(me)
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setupBasicEntity(
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me,
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"squiddy", -- texture
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9, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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32, -- collideRadius
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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4000 -- updateCull -1: disabled, default: 4000
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)
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entity_setSegs(me, 2, 32, 0.2, 0.2, 0.02, 0, 6, 1)
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entity_setDeathParticleEffect(me, "InkExplode")
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entity_setEatType(me, EAT_FILE, "Ink")
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end
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function postInit(me)
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v.n = getNaija()
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end
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function update(me, dt)
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, 32, 0, 1200)
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if entity_getState(me)==STATE_IDLE then
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if not(entity_hasTarget(me)) then
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entity_findTarget(me, 1000)
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else
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if v.fireDelay > 0 then
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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v.fireDelay = 3
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entity_setState(me, STATE_FIREPREP, 0.5)
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end
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end
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if v.lungeDelay > 0 then
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v.lungeDelay = v.lungeDelay - dt
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if v.lungeDelay < 0 then
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v.lungeDelay = 3
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entity_setState(me, STATE_LUNGE, 2)
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end
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end
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if entity_isTargetInRange(me, 100) then
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v.lungeDelay = 4
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entity_setState(me, STATE_LUNGE, 1)
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elseif entity_isTargetInRange(me, 200) then
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entity_moveAroundTarget(me, dt, 4000, 0)
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else
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entity_moveTowardsTarget(me, dt, 1000)
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end
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end
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elseif entity_getState(me)==STATE_LUNGE then
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end
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entity_doEntityAvoidance(me, dt, 256, 0.2);
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entity_doCollisionAvoidance(me, dt, 6, 0.5);
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entity_updateCurrents(me, dt)
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entity_updateMovement(me, dt)
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end
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function dieNormal(me)
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if chance(25) then spawnIngredient("RubberyMeat", entity_x(me), entity_y(me)) end
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if chance(25) then spawnIngredient("SmallTentacle", entity_x(me), entity_y(me)) end
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end
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function enterState(me)
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if entity_getState(me)==STATE_IDLE then
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entity_rotateTo(me, 0, 0.5)
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elseif entity_getState(me)==STATE_FIREPREP then
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entity_rotateToTarget(me, entity_getStateTime(me), 180)
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elseif entity_getState(me)==STATE_FIRE then
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local s = createShot("EnemyInk", me, v.n, entity_x(me), entity_y(me))
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shot_setAimVector(s, entity_x(v.n) - entity_x(me), entity_y(v.n) - entity_y(me))
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end
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end
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function exitState(me)
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if entity_getState(me)==STATE_FIREPREP then
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entity_setMaxSpeed(me, 500)
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entity_setState(me, STATE_FIRE, 0.5)
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elseif entity_getState(me)==STATE_FIRE then
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entity_setState(me, STATE_IDLE)
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elseif entity_getState(me)==STATE_LUNGE then
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entity_setMaxSpeed(me, 800)
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entity_moveAroundTarget(me, 1, 10000, 1)
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entity_setState(me, STATE_IDLE)
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end
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end
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function hitSurface(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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if damageType == DT_AVATAR_BITE then
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entity_changeHealth(me, -20)
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end
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return true
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end
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