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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4

This commit is contained in:
fgenesis 2011-08-03 22:05:33 +02:00
commit 3096eaf5e2
2519 changed files with 816064 additions and 0 deletions

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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
-- energy door
v.glow = 0
v.spiral = 0
v.sceneName = ""
v.nodeName = ""
v.flip = ""
function v.commonInit(me)
setupEntity(me, "", -2)
entity_initSkeletal(me, "SongDoor")
v.glow = entity_getBoneByName(me, "Glow")
v.spiral = entity_getBoneByName(me, "Spiral")
entity_scale(me, 1.25,1.25)
entity_setActivationType(me, AT_NONE)
entity_setFillGrid(me, true)
entity_setWidth(me, 512)
entity_setHeight(me, 512)
--entity_scale(me, 1.5, 1.5)
bone_alpha(v.glow, 0)
end
function v.setWarpSceneNode(scene, node, f)
v.sceneName = scene
v.nodeName = node
v.flip = f
end
function update(me, dt)
--debugLog("updating!")
if entity_isState(me, STATE_OPENED) then
--debugLog("is opened")
local vx, vy = entity_getPosition(getNaija())
local vx2, vy2 = bone_getWorldPosition(v.spiral)
if isWithin(vx, vy, vx2, vy2, 140) then
--debugLog("gotcha!")
--warpAvatar("NaijaCave", 400, 300)
if v.sceneName ~= "" then
warpNaijaToSceneNode(v.sceneName, v.nodeName, v.flip)
end
end
end
if entity_isState(me, STATE_OPEN) then
if not entity_isAnimating(me) then
entity_setState(me, STATE_OPENED)
end
end
end
function animationKey(me, key)
if key == 1 then
debugLog("Fading out door")
local x, y = bone_getWorldPosition(v.spiral)
spawnParticleEffect("SongDoorOpen", x, y)
bone_alpha(v.spiral, 0, 2.9)
end
end
function enterState(me)
if entity_isState(me, STATE_OPEN) then
bone_alpha(v.glow, 1, 2)
entity_animate(me, "open")
elseif entity_isState(me, STATE_OPENED) then
entity_animate(me, "opened", LOOP_INF)
bone_alpha(v.glow, 1)
bone_alpha(v.spiral, 0)
elseif entity_isState(me, STATE_CLOSED) then
entity_animate(me, "idle", LOOP_INF)
end
end
function exitState(me)
end
function hitSurface(me)
end