1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2024-11-27 02:33:50 +00:00
Aquaria/files/scripts/entities/forestsprite.lua

117 lines
2.7 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
local STATE_SLEEP = 1000
local STATE_DANCE = 1001
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_NEUTRAL)
entity_initSkeletal(me, "ForestSprite")
entity_setEntityLayer(me, 1)
entity_setState(me, STATE_IDLE)
entity_scale(me, 0.5, 0.5)
entity_setMaxSpeed(me, 200)
end
function postInit(me)
local node = entity_getNearestNode(me, "DANCE")
if node ~= 0 and node_isEntityIn(node, me) then
entity_setState(me, STATE_DANCE, -1, 1)
else
node = entity_getNearestNode(me, "SLEEP")
if node ~= 0 and node_isEntityIn(node, me) then
entity_setState(me, STATE_SLEEP, -1, 1)
end
end
v.n = getNaija()
entity_setTarget(me, v.n)
end
v.seen = false
function update(me, dt)
if entity_isState(me, STATE_IDLE) then
entity_updateMovement(me, dt)
entity_doCollisionAvoidance(me, dt, 8, 0.01)
entity_flipToVel(me)
end
if entity_isState(me, STATE_SLEEP) and entity_isEntityInRange(me, v.n, 700) and not v.seen then
v.seen = true
emote(EMOTE_NAIJAGIGGLE)
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_SLEEP) then
entity_animate(me, "sleep", -1)
elseif entity_isState(me, STATE_DANCE) then
-- switch off flag
entity_fh(me)
if isFlag(FLAG_BOSS_FOREST, 0) then
entity_setStateTime(me, entity_animate(me, "dance1"))
else
entity_setStateTime(me, entity_animate(me, "dance2"))
end
end
end
function exitState(me)
if entity_isState(me, STATE_DANCE) then
entity_setState(me, STATE_DANCE)
end
end
function damage(me, attacker, bone, damageType, dmg)
return false
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end