-- 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 -- ================================================================================================ -- C H O M P E R -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.startX = 0 v.startY = 0 v.startRot = 0 v.dir = 0 v.biteDelay = 0 v.bD = 1.67 -- Time before bite v.doneDelay = 0 v.dD = 1.32 -- Time after bite v.maxSpeed = 890 -- ================================================================================================ -- F U N C T I O N S -- ================================================================================================ function init(me) setupBasicEntity( me, "Chomper/Body", -- texture 14, -- health 1, -- manaballamount 1, -- exp 1, -- money 64, -- collideRadius (only used if hit entities is on) STATE_IDLE, -- initState 256, -- sprite width 256, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 1800 -- updateCull -1: disabled, default: 4000 ) entity_setDeathParticleEffect(me, "Explode") entity_setDropChance(me, 11) entity_initSkeletal(me, "Chomper") v.glow = entity_getBoneByName(me, "EyeGlow") v.body = entity_getBoneByName(me, "Body") entity_setEntityType(me, ET_ENEMY) entity_generateCollisionMask(me) entity_setCullRadius(me, 420) -- Skeletal sprites ain't got auto cull yet (says Alec) bone_alpha(v.glow, 0.21) bone_scale(v.glow, 0.12, 0.12) entity_setMaxSpeed(me, v.maxSpeed) entity_initEmitter(me, 0, "ChomperLunge") end function postInit(me) entity_setState(me, STATE_IDLE) v.startX, v.startY = entity_getPosition(me) v.startRot = entity_getRotation(me) -- FLIP HORIZONTALLY IF THERE'S A FLIP NODE local node = entity_getNearestNode(me, "FLIP") if node ~=0 then if node_isEntityIn(node, me) then entity_fh(me) v.dir = 1 end end end function update(me, dt) -- SET TARGET TO BODY entity_clearTargetPoints(me) local x,y = bone_getWorldPosition(v.body) entity_addTargetPoint(me, x, y) entity_findTarget(me, 808) if not entity_hasTarget(me) then bone_alpha(v.glow, 0.21, 0.89) bone_scale(v.glow, 0.12, 0.12, 0.89) v.biteDelay = v.bD else bone_alpha(v.glow, 0.89, 0.26) bone_scale(v.glow, 1, 1, 0.26) if entity_getState(me) == STATE_OPEN then bone_alpha(v.glow, 0.93, 0.64) bone_scale(v.glow, 1.8, 1.8, 0.56) -- Aim a bit before bite entity_rotateToEntity(me, getNaija(), 2.8, 90 +(v.dir*-180)) end -- TIME BETWEEN BITES if v.biteDelay > 0 then v.biteDelay = v.biteDelay - dt else v.biteDelay = 0 end if v.biteDelay == 0 then if entity_isState(me, STATE_IDLE) then entity_setState(me, STATE_OPEN) end v.biteDelay = v.bD end end -- WAIT A MOMENT BEFORE RETURNING TO START POSITION if entity_getState(me) == STATE_DONE then if v.doneDelay > 0 then v.doneDelay = v.doneDelay - dt else v.doneDelay = 0 end if v.doneDelay == 0 then entity_setState(me, STATE_CLOSE) end end -- DON'T UPDATE MOVEMENT IF CHOMPER'S SLIDING BACK TO HOME POSITION if entity_getState(me) == STATE_CLOSE then local closeX, closeY = entity_getPosition(me) if closeX == v.startX and closeY == v.startY then entity_setState(me, STATE_IDLE) end else -- UPDATE MOVEMENT entity_doFriction(me, dt, 654) entity_updateMovement(me, dt) end -- UPDATE COLLISIONS if entity_getState(me) == STATE_ATTACK then entity_touchAvatarDamage(me, 124, 3.2, 1337) else entity_touchAvatarDamage(me, 98, 1.2, 789) end -- Could make skeletal as well... entity_handleShotCollisionsSkeletal(me) end function enterState(me) if entity_getState(me) == STATE_IDLE then entity_animate(me, "idle", LOOP_INF) v.biteDelay = v.bD entity_clearVel(me) entity_setMaxSpeed(me, 0) elseif entity_getState(me) == STATE_OPEN then entity_setStateTime(me, entity_animate(me, "open")) entity_setNaijaReaction(me, "shock") elseif entity_getState(me) == STATE_ATTACK then entity_setStateTime(me, entity_animate(me, "attack")) entity_setMaxSpeed(me, v.maxSpeed) entity_setMaxSpeedLerp(me, 7.9) -- Increased biteyness entity_setMaxSpeedLerp(me, 0.76, 0.38) elseif entity_getState(me) == STATE_DONE then entity_animate(me, "idle", LOOP_INF) entity_rotateTo(me, v.startRot, 3.21) elseif entity_getState(me) == STATE_CLOSE then -- Go back home, Chomper! entity_setPosition(me, v.startX, v.startY, 2, 0, 0, 1) end end function animationKey(me, key) if entity_getState(me) == STATE_ATTACK and key == 0 then entity_sound(me, "Bite", 543 + math.random(123)) -- THRUST IN PROPER DIRECTION if v.dir == 0 then local thrustX, thrustY = entity_getAimVector(me, 270, (v.maxSpeed*10), 0) entity_addVel(me, thrustX, thrustY) else local thrustX, thrustY = entity_getAimVector(me, 270, (v.maxSpeed*10), 1) entity_addVel(me, thrustX, thrustY) end spawnParticleEffect("ChomperLunge", entity_x(me), entity_y(me)) entity_startEmitter(me, 0) shakeCamera(3.2, 0.54) end end function exitState(me) if entity_getState(me) == STATE_OPEN then entity_setState(me, STATE_ATTACK) elseif entity_getState(me) == STATE_ATTACK then entity_setState(me, STATE_DONE) v.doneDelay = v.dD entity_stopEmitter(me, 0) end end function damage(me, attacker, bone, damageType, dmg) if bone == v.body then return true end return false end function dieNormal(me) if chance(75) then spawnIngredient("SpicyMeat", entity_x(me), entity_y(me)) end end