-- 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 v.node = 0 v.dir = 0 v.dirTimer = 0 v.bone_body = 0 v.bone_eye1 = 0 v.bone_eye2 = 0 v.bone_eye3 = 0 v.bone_eye4 = 0 v.bone_tentacles = 0 local function doEye(bone) bone_scale(bone, 0.6, 0.6, 0) bone_scale(bone, 1.2, 1.2, 4 + math.random(6)) end local function updateEye(bone) local x,y = bone_getScale(bone) if x > 1.1 then local sx,sy = bone_getWorldPosition(bone) createEntity("Moneye", "", sx, sy) spawnParticleEffect("TinyGreenExplode", sx, sy) doEye(bone) end end local function clearBarriers() if v.node ~= 0 then -- do magic node_setElementsInLayerActive(v.node, 2, false) reconstructGrid() end end function init(me) if entity_isFlag(me, 1) then return end setupBasicEntity( me, "", -- texture 64, -- health 1, -- manaballamount 1, -- exp 1, -- money 135, -- collideRadius STATE_IDLE, -- initState 0, -- sprite width 0, -- sprite height 0, -- particle "explosion" type, maps to particleEffects.txt -1 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 4000 ) entity_initSkeletal(me, "Core") entity_animate(me, "idle") v.bone_body = entity_getBoneByName(me, "Body") v.bone_eye1 = entity_getBoneByName(me, "Eye1") v.bone_eye2 = entity_getBoneByName(me, "Eye2") v.bone_eye3 = entity_getBoneByName(me, "Eye3") v.bone_eye4 = entity_getBoneByName(me, "Eye4") v.bone_tentacles = entity_getBoneByName(me, "Tentacles") doEye(v.bone_eye1) doEye(v.bone_eye2) doEye(v.bone_eye3) doEye(v.bone_eye4) bone_setSegs(v.bone_body, 2, 8, 0.5, 0.1, -0.018, 0, 2, 1) bone_setSegs(v.bone_tentacles, 2, 8, 0.5, 0.1, -0.018, 0, 3, 0.5) entity_setMaxSpeed(me, 100) --entity_setCullRadius(me, 1024) end function postInit(me) v.node = entity_getNearestNode(me, "CORERANGE") if entity_isFlag(me, 1) then clearBarriers() entity_delete(me) end end function update(me, dt) entity_handleShotCollisions(me) entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0, 1000) if v.dir == 0 then entity_addVel(me, -100*dt, 0) else entity_addVel(me, 100*dt, 0) end v.dirTimer = v.dirTimer - dt if v.dirTimer < 0 then v.dirTimer = math.random(2)+1 if v.dir == 0 then v.dir = 1 else v.dir = 0 end end entity_updateCurrents(me, dt) entity_updateMovement(me, dt) updateEye(v.bone_eye1) updateEye(v.bone_eye2) updateEye(v.bone_eye3) updateEye(v.bone_eye4) end function enterState(me, state) if entity_isState(me, STATE_DEAD) then clearBarriers() entity_setFlag(me, 1) end end function damage(me) return true end