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Aquaria/game_scripts/scripts/entities/blaster.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
-- ================================================================================================
-- B L A S T E R
-- ================================================================================================
-- entity specific
local STATE_FIRE = 1000
local STATE_PULLBACK = 1001
v.fireDelay = 0
v.motherChance = 10
v.soundDelay = 0
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"", -- texture
4, -- health
1, -- manaballamount
1, -- exp
1, -- money
32, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
2000 -- updateCull -1: disabled, default: 4000
)
entity_initSkeletal(me, "Blaster")
entity_animate(me, "idle", -1)
entity_setDeathParticleEffect(me, "Explode")
entity_scale(me, 0.8, 0.8)
v.soundDelay = math.random(3)+1
entity_setEatType(me, EAT_FILE, "Blaster")
loadSound("BlasterLaugh")
end
function update(me, dt)
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, 32, 0, 1000)
if true then
if entity_hasTarget(me) then
if entity_isTargetInRange(me, 200) then
entity_moveTowardsTarget(me, dt, -200)
end
if entity_isTargetInRange(me, 64) then
-- entity_hurtTarget(1);
entity_moveTowardsTarget(me, dt, -1000)
end
end
if v.fireDelay > 0 then
v.fireDelay = v.fireDelay - dt
if v.fireDelay < 0 then
v.fireDelay = 0
end
end
if entity_getState(me)==STATE_IDLE then
if not entity_hasTarget(me) then
entity_findTarget(me, 1000)
else
if entity_isTargetInRange(me, 1600) then
entity_moveTowardsTarget(me, dt, 400) -- move in if we're too far away
if entity_isTargetInRange(me, 350) and v.fireDelay==0 then
entity_setState(me, STATE_FIRE, 0.5)
end
end
end
v.soundDelay = v.soundDelay - dt
if v.soundDelay < 0 then
-- Sound doesn't exist, so commenting out. --achurch
--entity_playSfx(me, "BlasterIdle")
v.soundDelay = math.random(3)+1
end
end
if entity_getState(me)==STATE_FIRE then
entity_moveTowardsTarget(me, dt, -600)
end
if entity_getState(me)==STATE_PULLBACK then
if not entity_hasTarget(me) then
entity_setState(me, STATE_IDLE)
else
if entity_isTargetInRange(me, 800) then
entity_moveTowardsTarget(me, dt, -5000)
else
entity_setState(me, STATE_IDLE)
end
end
end
end
entity_doEntityAvoidance(me, dt, 256, 0.2)
-- entity_doSpellAvoidance(dt, 200, 1.5);
entity_doCollisionAvoidance(me, dt, 6, 0.5)
entity_rotateToVel(me, 0.1)
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt)
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
v.fireDelay = 2
entity_setMaxSpeed(me, 500)
elseif entity_getState(me)==STATE_FIRE then
entity_setMaxSpeed(me, 600)
local s = createShot("BlasterFire", me, entity_getTarget(me))
shot_setOut(s, 32)
elseif entity_getState(me)==STATE_PULLBACK then
if chance(50) then
entity_playSfx(me, "BlasterLaugh")
end
entity_setMaxSpeed(me, 650)
end
end
function exitState(me)
if entity_getState(me)==STATE_FIRE then
entity_setState(me, STATE_PULLBACK, 1)
elseif entity_getState(me)==STATE_PULLBACK then
entity_setState(me, STATE_IDLE)
end
end
function hitSurface(me)
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_AVATAR_BITE then
entity_changeHealth(me, -99)
end
return true
end