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/newtblaster.lua

225 lines
6.4 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
-- ================================================================================================
-- NEWT BLASTER
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
local STATE_HIDE = 1000
local STATE_MOVING = 1001
v.tailEnd = 0
v.hits = 0
v.fireDelayTime = 0.5
v.fireDelay = v.fireDelayTime
v.orient = ORIENT_UP
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"", -- texture
12, -- health
2, -- manaballamount
2, -- exp
10, -- money
40, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, 0 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
4000, -- updateCull -1: disabled, default: 4000
-1
)
entity_setDeathParticleEffect(me, "NewtExplode")
entity_initSkeletal(me, "NewtBlaster")
entity_setState(me, STATE_IDLE)
entity_setDropChance(me, 100, 2)
entity_setDeathScene(me, true)
v.tailEnd = entity_getBoneByName(me, "TailEnd")
loadSound("newtblaster-die")
entity_setDeathSound(me, "newtblaster-die")
end
function songNote(me, note)
--[[
if getForm()~=FORM_NORMAL then
return
end
transTime = 0.5
if note == 0 then
entity_setColor(me, 1, 0, 0, transTime)
elseif note == 1 then
entity_setColor(me, 1, 1, 0, transTime)
elseif note == 2 then
entity_setColor(me, 0, 1, 0, transTime)
elseif note == 3 then
entity_setColor(me, 0, 1, 1, transTime)
elseif note == 4 then
entity_setColor(me, 0, 0, 1, transTime)
elseif note == 5 then
entity_setColor(me, 1, 1, 1, transTime)
elseif note == 6 then
entity_setColor(me, 0, 0, 0, transTime)
elseif note == 7 then
entity_setColor(me, 1, 0, 1, transTime)
elseif note == 8 then
entity_setColor(me, 0.5, 0.5, 0.5, transTime)
end
]]--
end
function update(me, dt)
entity_handleShotCollisions(me)
if not entity_hasTarget(me) then
entity_findTarget(me, 1024)
else
if entity_isState(me, STATE_IDLE) then
entity_touchAvatarDamage(me, 48, 1, 1000)
-- fire if in range
v.fireDelay = v.fireDelay - dt
if v.fireDelay < 0 then
--local vx, vy = bone_getNormal(v.tailEnd)
local x, y = bone_getPosition(v.tailEnd)
--bone_getOrientation()
--entity_playSfx(me, "BasicShot")
--entity_fireAtTarget(me, "NewtFire", 1, 150, 10, 3, 32, 0, 0, 0, 0, x, y)
local s = createShot("NewtFire", me, entity_getTarget(me), x, y)
local tx, ty = entity_getPosition(entity_getTarget(me))
shot_setAimVector(s, tx-x, ty-y)
v.fireDelay = v.fireDelayTime
end
end
end
local speed = 400
if entity_isState(me, STATE_HIDE) then
local check = 256
local block = 6
if v.orient == ORIENT_LEFT then
if not isObstructedBlock(entity_x(me)-check, entity_y(me), block) then
entity_setPosition(me, entity_x(me)-speed*dt, entity_y(me))
else
v.orient = v.orient + 1
end
elseif v.orient == ORIENT_RIGHT then
if not isObstructedBlock(entity_x(me)+check, entity_y(me), block) then
entity_setPosition(me, entity_x(me)+speed*dt, entity_y(me))
else
v.orient = v.orient + 1
end
elseif v.orient == ORIENT_DOWN then
if not isObstructedBlock(entity_x(me), entity_y(me)+check, block) then
entity_setPosition(me, entity_x(me), entity_y(me)+speed*dt)
else
v.orient = v.orient + 1
end
elseif v.orient == ORIENT_UP then
if not isObstructedBlock(entity_x(me), entity_y(me)-check, block) then
entity_setPosition(me, entity_x(me), entity_y(me)-speed*dt)
else
v.orient = v.orient + 1
end
else
v.orient = 0
end
end
--[[
if entity_isState(me, STATE_IDLE) then
if chance(10) then
entity_setState(me, STATE_MOVING, 4)
end
end
]]--
end
function hitSurface(me)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_setEntityType(me, ET_ENEMY)
entity_animate(me, "idle", LOOP_INF)
entity_setColor(me, 1, 1, 1, 0.5)
entity_alpha(me, 1, 0.5)
elseif entity_isState(me, STATE_HIDE) then
v.orient = math.random(4)
entity_setEntityType(me, ET_NEUTRAL)
entity_alpha(me, 0.1, 1)
entity_setColor(me, 0.5, 0.5, 1, 0.5)
entity_animate(me, "crawl", LOOP_INF)
elseif entity_isState(me, STATE_MOVING) then
entity_animate(me, "crawl", LOOP_INF)
elseif entity_isState(me, STATE_DEATHSCENE) then
local ox = entity_x(me)
local oy = entity_y(me)
entity_setStateTime(me, 99)
--entity_idle(v.n)
--cam_toEntity(me)
entity_animate(me, "fall", -1)
--entity_setPosition(me, entity_x(me), entity_y(me)+1000, 2)
wait(1)
--cam_toEntity(getNaija())
entity_setStateTime(me, 0.1)
--spawnIngredient("SpicyMeat", ox, oy)
spawnIngredient("SpicyMeat", ox, oy)
end
end
function exitState(me)
if entity_isState(me, STATE_HIDE) or entity_isState(me, STATE_MOVING) then
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
if entity_getAlpha(me) == 1 then
v.hits = v.hits + dmg
if v.hits > 5 then
v.hits = 0
if entity_isState(me, STATE_IDLE) then
entity_setState(me, STATE_HIDE, 3.5 + math.random(200)/200.0)
end
end
return true
end
return false
end