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Aquaria/files/scripts/entities/turret.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
-- ================================================================================================
-- T U R R E T
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.fireDelay = 0
v.moveTimer = 0
local STATE_MOVING = 1000
local STATE_FIRING = 1001
v.rounds = 0
v.orb = 0
v.fireRate = 0.75
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
local LAYER_ORB = 1
function init(me)
setupBasicEntity(
me,
"", -- texture
6, -- health
2, -- manaballamount
2, -- exp
1, -- money
32, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
1, -- 0/1 hit other entities off/on (uses collideRadius)
4000 -- updateCull -1: disabled, default: 4000
)
entity_initSkeletal(me, "Turret")
entity_setDropChance(me, 75)
entity_clampToSurface(me)
entity_moveAlongSurface(me, 0, 1, 6, 40)
entity_rotateToSurfaceNormal(me, 0.1)
v.orb = entity_getBoneByName(me, "Orb")
entity_setDeathParticleEffect(me, "Explode")
--[[
bone_setColor(v.orb, 0, 0, 1)
]]--
entity_setState(me, STATE_IDLE)
esetv(me, EV_WALLOUT, 40)
end
function update(me, dt)
-- dt, pixelsPerSecond, climbHeight, outfromwall
entity_findTarget(me, 5000)
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, 48, 1, 1000)
-- entity_rotateToSurfaceNormal(0.1)
if entity_isState(me, STATE_MOVING) then
entity_moveAlongSurface(me, dt, 100, 6, 40)
entity_rotateToSurfaceNormal(me, 0.1)
v.moveTimer = v.moveTimer + dt
if v.moveTimer > 3 then
entity_setState(me, STATE_IDLE)
end
else
entity_moveAlongSurface(me, 0, 1, 6, 40)
entity_rotateToSurfaceNormal(me, 0.1)
end
if entity_isState(me, STATE_IDLE) then
if entity_hasTarget(me) then
if v.rounds < 3 then
entity_setState(me, STATE_FIRING)
v.rounds = v.rounds + 1
else
v.rounds = 0
entity_setState(me, STATE_MOVING)
end
end
end
if entity_isState(me, STATE_FIRING) then
if entity_hasTarget(me) then
v.fireDelay = v.fireDelay - dt
if v.fireDelay < 0 then
-- dmg, mxspd, homing, numsegs, out
local vx, vy = bone_getNormal(v.orb)
--bone_getOrientation()
--entity_playSfx(me, "BasicShot")
--entity_fireAtTarget(me, "Turret", 1, 100, 0, 3, 32, 0, -48, vx, vy)
local s = createShot("Turret", me, entity_getTarget(me), bone_getWorldPosition(v.orb))
shot_setAimVector(s, vx, vy)
shot_setOut(s, 32)
v.fireDelay = v.fireRate
end
end
if not entity_isAnimating(me) then
entity_setState(me, STATE_IDLE)
end
end
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_animate(me, "idle", LOOP_INF)
elseif entity_getState(me) == STATE_MOVING then
v.moveTimer = 0
entity_switchSurfaceDirection(me)
entity_animate(me, "walk", LOOP_INF)
elseif entity_getState(me) == STATE_FIRING then
entity_animate(me, "fire")
end
end
function animationKey(me, key)
if entity_isState(me, STATE_MOVING) then
if key == 2 or key == 3 then
entity_playSfx(me, "RockStep")
end
end
end
function exitState(me)
end
function hitSurface(me)
end
function dieNormal(me)
if chance(50) then
spawnIngredient("FishMeat", entity_x(me), entity_y(me))
end
end