-- 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 -- ================================================================================================ -- AGGRO HOPPER -- ================================================================================================ -- specific local STATE_JUMP = 1000 local STATE_TRANSITION = 1001 local STATE_JUMPPREP = 1002 -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.jumpDelay = 0 v.moveTimer = 0 v.rotateOffset = 0 v.angry = false v.enraged = false v.out = 32 v.n = 0 v.bdelay = 0 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ local function land(me, dt) entity_clampToSurface(me) entity_moveAlongSurface(me, dt, 1, 6, v.out) entity_rotateToSurfaceNormal(me, 0.1) end 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 ) entity_initSkeletal(me, "AggroHopper") esetv(me, EV_WALLOUT, v.out) entity_setDeathParticleEffect(me, "Explode") entity_scale(me, 0.5, 0.5) land(me, 0) entity_setWeight(me, 1000) entity_setState(me, STATE_IDLE) --entity_setBounce(0) loadSound("aggrohopper-jump") end function postInit(me) v.n = getNaija() end function update(me, dt) dt = dt * 0.9 if v.enraged then dt = dt * 1.25 end entity_handleShotCollisions(me) if entity_hasTarget(me) then if entity_isTargetInRange(me, 64) then entity_hurtTarget(me, 1) entity_pushTarget(me, 500) end end if entity_getState(me)==STATE_IDLE then --[[ entity_moveAlongSurface(me, dt, 100, 6, 24) entity_rotateToSurfaceNormal(me, 0.1) v.moveTimer = v.moveTimer + dt if v.moveTimer > 30 then entity_switchSurfaceDirection(me) v.moveTimer = 0 end ]]-- --entity_moveAlongSurface(me, dt, 0.5, 6, v.out) --entity_switchSurfaceDirection(me) entity_rotateToSurfaceNormal(me, 0.1) if not(entity_hasTarget(me)) then entity_findTarget(me, 1200) else if not v.angry then if entity_isTargetInRange(me, 400) then v.jumpDelay = v.jumpDelay - dt if v.jumpDelay < 0 then v.angry = true v.jumpDelay = 1.5 entity_setState(me, STATE_JUMPPREP) end end else if entity_isTargetInRange(me, 1800) then v.jumpDelay = v.jumpDelay - dt if v.jumpDelay < 0 then v.angry = true v.jumpDelay = 1.5 entity_setState(me, STATE_JUMPPREP) end end end end elseif entity_getState(me)==STATE_JUMPPREP then if not entity_isAnimating(me) then entity_setState(me, STATE_JUMP) end elseif entity_getState(me)==STATE_JUMP then v.bdelay = v.bdelay + dt if v.bdelay > 0.1 then v.bdelay = 0 spawnParticleEffect("bubble-release-short", entity_x(me), entity_y(me)) end --[[ v.rotateOffset = v.rotateOffset + dt * 400 if v.rotateOffset > 180 then rotateOffset = 180 end entity_rotateToVel(me, 0.1, v.rotateOffset) ]]-- entity_updateMovement(me, dt*1.5) -- entity_applySurfaceNormalForce(1000) elseif not(entity_getState(me)==STATE_TRANSITION) then entity_updateMovement(me, dt) end end function damage(me, attacker, bone, damageType, dmg) if entity_getHealth(me) < 6 and not v.enraged then debugLog("ENRAGED!!!!!!!!!") v.enraged = true entity_setColor(me, 1, 0.5, 0.5, 1) end if entity_isState(me, STATE_IDLE) then entity_setState(me, STATE_JUMPPREP) end return true end v.bounces = 0 function hitSurface(me) local cx, cy = getLastCollidePosition() spawnParticleEffect("HitSurface", cx, cy) if entity_getState(me)==STATE_JUMP then --local nx, ny = getWallNormal(cx, cy) --if ny < -0.8 and entity_isNearObstruction(me, 3, OBSCHECK_4DIR) then if entity_checkSurface(me, 6, STATE_IDLE, -1) then entity_sound(me, "rockhit") end --[[ if entity_isNearObstruction(me, 4, OBSCHECK_DOWN) then land(me, 0) entity_setState(me, STATE_TRANSITION) else v.bounces = v.bounces + 1 if v.bounces > 100 then land(me, 0) entity_setState(me, STATE_TRANSITION) end end ]]-- end end function enterState(me) if entity_getState(me)==STATE_IDLE then entity_animate(me, "idle", LOOP_INF) entity_setMaxSpeed(me, 1000) if v.enraged then entity_setMaxSpeed(me, 1200) end elseif entity_getState(me)==STATE_JUMPPREP then entity_animate(me, "jump") elseif entity_isState(me, STATE_TRANSITION) then entity_setStateTime(me, 0.1) elseif entity_getState(me)==STATE_JUMP then entity_sound(me, "aggrohopper-jump") entity_rotate(me, 0, 0.5) entity_animate(me, "jumping") v.rotateOffset = 0 --entity_applySurfaceNormalForce(me, 800) local force = 2000 --[[ if entity_x(getNaija()) < entity_x(me) then entity_addVel(me, -force, -force*0.75) else entity_addVel(me, force, -force*0.75) end ]]-- local x,y = entity_getNormal(me) x,y = vector_setLength(x, y, force) local dx = entity_x(v.n) - entity_x(me) local dy = entity_y(v.n) - entity_y(me) dx,dy = vector_setLength(dx, dy, force) x = dx*0.5 + x*0.5 y = dy*0.5 + y*0.5 entity_addVel(me, x, y) entity_adjustPositionBySurfaceNormal(me, 64) end end function exitState(me) if entity_getState(me)==STATE_TRANSITION then entity_setState(me, STATE_IDLE) end end