1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2024-11-30 06:45:43 +00:00
Aquaria/files/scripts/entities/scavenger.lua

161 lines
4.2 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
v.n = 0
v.chargeTimer = 0
local STATE_CHARGEPREP = 1001
local STATE_CHARGE = 1002
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "Scavenger")
--entity_setAllDamageTargets(me, false)
entity_setHealth(me, 28)
entity_setCullRadius(me, 1024)
entity_setCollideRadius(me, 80)
--entity_generateCollisionMask(me)
entity_setState(me, STATE_IDLE)
entity_setMaxSpeed(me, 500)
entity_setDeathScene(me, true)
entity_setDeathParticleEffect(me, "PinkExplode")
loadSound("Scavenger-Die")
loadSound("scavenger-attack")
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
if entity_isState(me, STATE_CHARGE) then
entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 1000, 1.0)
else
entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.5)
end
entity_handleShotCollisions(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if entity_isState(me, STATE_IDLE) then
if entity_isEntityInRange(me, v.n, 2048) then
entity_moveTowardsTarget(me, dt, 500)
entity_doCollisionAvoidance(me, dt, 4, 1)
entity_doEntityAvoidance(me, dt, 256, 0.5)
entity_doSpellAvoidance(me, dt, 512, 5)
if math.abs(entity_x(me)-entity_x(v.n)) > 100 then
entity_flipToEntity(me, v.n)
end
v.chargeTimer = v.chargeTimer + dt
if v.chargeTimer > 4 then
v.chargeTimer = 0
entity_setState(me, STATE_CHARGEPREP)
end
entity_rotate(me, 0, 0.5)
end
elseif entity_isState(me, STATE_CHARGE) then
entity_moveTowardsTarget(me, dt, 500)
if not entity_isFlippedHorizontal(me) then
entity_rotateToVel(me, 0.1, 90)
else
entity_rotateToVel(me, 0.1, -90)
end
end
entity_updateMovement(me, dt)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
entity_setMaxSpeedLerp(me, 1.0, 0.2)
elseif entity_isState(me, STATE_CHARGEPREP) then
entity_setStateTime(me, entity_animate(me, "chargePrep"))
entity_clearVel(me)
entity_addVel(me, 0, -200)
elseif entity_isState(me, STATE_CHARGE) then
entity_sound(me, "scavenger-attack")
entity_animate(me, "charge")
entity_setMaxSpeedLerp(me, 4.0)
entity_setStateTime(me, 2.5)
entity_moveTowardsTarget(me, 1, 4000)
entity_flipToEntity(me, v.n)
elseif entity_isState(me, STATE_DEATHSCENE) then
entity_rotate(me, 0, 0.5)
entity_color(me, 0.5, 0.5, 0.5, 3)
entity_sound(me, "Scavenger-Die")
local t = entity_animate(me, "death")
entity_setStateTime(me, t)
local x, y = entity_getPosition(me)
while (isObstructed(x,y+16) == false) do
y = y + 20
end
entity_setPosition(me, x, y, t*0.5)
elseif entity_isState(me, STATE_GROW) then
entity_setStateTime(me, entity_animate(me, "grow"))
end
end
function exitState(me)
if entity_isState(me, STATE_CHARGEPREP) then
entity_setState(me, STATE_CHARGE)
elseif entity_isState(me, STATE_CHARGE) then
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_GROW) then
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_AVATAR_BITE then
dmg = dmg * 1.5
end
return true
end
function animationKey(me, key)
end
function hitSurface(me)
if entity_isState(me, STATE_CHARGE) 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