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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
2519 changed files with 816064 additions and 0 deletions
152
game_scripts/scripts/entities/squeezer.lua
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152
game_scripts/scripts/entities/squeezer.lua
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-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria is free software; you can redistribute it and/or
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-- modify it under the terms of the GNU General Public License
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-- as published by the Free Software Foundation; either version 2
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-- of the License, or (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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--
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-- See the GNU General Public License for more details.
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--
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-- You should have received a copy of the GNU General Public License
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-- along with this program; if not, write to the Free Software
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-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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-- ================================================================================================
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-- S Q U E E Z E R
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-- ================================================================================================
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local STATE_CLAMP = 1000
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local STATE_CLAMPED = 1001
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local STATE_UNCLAMP = 1002
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local STATE_GRABBED = 1003
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.clampDelay = 0
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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function init(me)
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setupBasicEntity(
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me,
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"squeezer-head", -- texture
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20, -- health
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2, -- manaballamount
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2, -- exp
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1, -- money
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48, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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256, -- sprite width
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512, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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1, -- 0/1 hit other entities off/on (uses collideRadius)
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2000, -- updateCull -1: disabled, default: 4000
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1
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)
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-- entity_initPart(partName, partTexture, partPosition, partFlipH, partFlipV,
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-- partOffsetInterpolateTo, partOffsetInterpolateTime
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entity_initPart(me,
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"FlipperLeft",
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"squeezer-flipper",
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-8,
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0,
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0,
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0,
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0)
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entity_initPart(me,
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"FlipperRight",
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"squeezer-flipper",
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8,
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0,
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0,
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1,
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0)
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entity_scale(me, 0.8, 0.8)
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entity_setDeathParticleEffect(me, "TinyGreenExplode")
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entity_setDropChance(me, 10, 1)
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end
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function update(me, dt)
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entity_handleShotCollisions(me)
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if not entity_hasTarget(me) then
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entity_findTarget(me, 1000)
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else
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if v.clampDelay > 0 then
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v.clampDelay = v.clampDelay - dt
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if v.clampDelay < 0 then
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v.clampDelay = 0
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end
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end
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if entity_hasTarget(me) then
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if not(entity_getState(me)==STATE_GRABBED) then
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if not(entity_isTargetInRange(me,64)) then
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entity_moveTowardsTarget(me,dt, 900)
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else
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entity_doFriction(me,dt, 1000)
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end
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if entity_getState(me)==STATE_IDLE and entity_isTargetInRange(me,64) and v.clampDelay==0 then
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entity_setState(me,STATE_CLAMP, 0.25)
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end
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if entity_getState(me)==STATE_CLAMPED then
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entity_doFriction(me,dt, 500)
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if entity_isTargetInRange(me,96) then
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entity_grabTarget(me)
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avatar_fallOffWall()
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-- entity_hurtTarget(1)
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entity_setState(me, STATE_GRABBED, 8)
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end
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end
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end
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end
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end
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--entity_doEntityAvoidance(me, dt, 0, 1);
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entity_doCollisionAvoidance(me, dt, 4, 1.0);
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entity_rotateToVel(me, 0, 180)
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entity_updateMovement(me, dt)
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end
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function enterState(me)
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if entity_getState(me)==STATE_IDLE then
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entity_setMaxSpeed(me, 400)
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entity_partRotate(me, "FlipperLeft", 4, 1, -1, 1, 1)
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entity_partRotate(me, "FlipperRight", -4, 1, -1, 1, 1)
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elseif entity_getState(me)==STATE_CLAMP then
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entity_partRotate(me, "FlipperLeft", -64, entity_getStateTime(me), 0, 0, 0)
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entity_partRotate(me, "FlipperRight", 64, entity_getStateTime(me), 0, 0, 0)
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elseif entity_getState(me)==STATE_UNCLAMP then
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entity_partRotate(me, "FlipperLeft", 0, 1)
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entity_partRotate(me,"FlipperRight", 0, 1)
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end
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end
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function exitState(me)
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if entity_getState(me)==STATE_CLAMP then
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entity_setState(me, STATE_CLAMPED, 0.2)
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elseif entity_getState(me)==STATE_CLAMPED then
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entity_setState(me, STATE_UNCLAMP, 1)
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elseif entity_getState(me)==STATE_UNCLAMP then
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entity_setState(me, STATE_IDLE, -1)
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elseif entity_getState(me)==STATE_GRABBED then
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entity_releaseTarget(me)
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entity_pushTarget(me, 1000)
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entity_setState(me, STATE_UNCLAMP, 1)
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end
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end
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