-- 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 -- DARK JELLY v.blupTimer = 0 v.dirTimer = 0 v.blupTime = 3.0 v.sz = 1.0 v.dir = 0 local MOVE_STATE_UP = 0 local MOVE_STATE_DOWN = 1 local MOVE_STATE_AWAY = 2 v.moveState = 0 v.moveTimer = 0 v.velx = 0 v.waveDir = 1 v.waveTimer = 0 v.soundDelay = 0 v.glows = nil v.n = 0 v.seen = false local function doIdleScale(me) entity_scale(me, 1*v.sz, 1.05*v.sz) entity_scale(me, 1.1*v.sz, 0.95*v.sz, v.blupTime, -1, 1, 1) end function init(me) v.glows = {} setupBasicEntity( me, "", -- texture 60, -- health 2, -- manaballamount 2, -- exp 10, -- money 0, -- 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 0 ) entity_initSkeletal(me, "DarkJelly", "DarkJellyFG") entity_setEntityType(me, ET_NEUTRAL) entity_setEntityLayer(me, 0) --entity_initHair(me, 64, 16, 128, "DarkJelly/Tentacles") doIdleScale(me) entity_exertHairForce(me, 0, 400, 1) entity_setState(me, STATE_IDLE) --entity_setCullRadius(me, -3) entity_setCull(me, false) bone_setSegs(entity_getBoneByName(me, "Tentacles"), 4, 32, 0.6, 0.6, -0.028, 0, 0.75, 0) --[[ for i=1,4 do v.glows[i] = entity_getBoneByName(me, string.format("Glow%d", i)) bone_alpha(v.glows[i], 0.5) bone_alpha(v.glows[i], 1, 1, -1, 1, 1) bone_update(v.glows[i], i*0.25) end ]]-- entity_setCollideRadius(me, 160) entity_setInternalOffset(me, 0, 64) entity_generateCollisionMask(me) end function postInit(me) v.n = getNaija() entity_update(me, math.random(100)/100.0) end function update(me, dt) --dt = dt * 1.5 local sx,sy = entity_getScale(me) v.moveTimer = v.moveTimer - dt if v.moveTimer < 0 then if v.moveState == MOVE_STATE_DOWN then v.moveState = MOVE_STATE_UP entity_setMaxSpeedLerp(me, 1.5, 0.2) --entity_scale(me, 0.75, 1, 1, 1, 1) v.moveTimer = 3 + math.random(200)/100.0 --entity_sound(me, "JellyBlup") elseif v.moveState == MOVE_STATE_UP then v.velx = math.random(400)+100 if math.random(2) == 1 then v.velx = -v.velx end v.moveState = MOVE_STATE_DOWN entity_setMaxSpeedLerp(me, 1, 1) v.moveTimer = 5 + math.random(200)/100.0 + math.random(3) else v.moveState = MOVE_STATE_DOWN end end v.waveTimer = v.waveTimer + dt if v.waveTimer > 2 then v.waveTimer = 0 if v.waveDir == 1 then v.waveDir = -1 else v.waveDir = 1 end end if v.moveState == MOVE_STATE_UP then entity_addVel(me, v.velx*dt, -600*dt) entity_rotateToVel(me, 8) elseif v.moveState == MOVE_STATE_DOWN then entity_addVel(me, 0, 50*dt) entity_rotateTo(me, 0, 8) entity_exertHairForce(me, 0, 200, dt*0.6, -1) entity_doCollisionAvoidance(me, dt, 15, 1) --entity_doCollisionAvoidance(me, dt, 10, 0.5) elseif v.moveState == MOVE_STATE_AWAY then entity_rotateTo(me, 0, 8) end entity_doCollisionAvoidance(me, dt, 12, 2) --[[ entity_doEntityAvoidance(me, dt, 32, 1.0) entity_doCollisionAvoidance(me, 1.0, 8, 1.0) entity_updateCurrents(me, dt) ]]-- entity_updateMovement(me, dt) entity_handleShotCollisions(me) if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0) then if avatar_isBursting() and entity_setBoneLock(v.n, me) then -- yay! else local x, y = entity_getVectorToEntity(me, v.n, 1000) entity_addVel(v.n, x, y) end end if not v.seen and entity_isEntityInRange(me, v.n, 512) then emote(EMOTE_NAIJAWOW) v.seen = true end --[[ local bx, by = bone_getWorldPosition(entity_getBoneByIdx(me, 0)) entity_setHairHeadPosition(me, bx, by) entity_updateHair(me, dt*5) ]]-- end function hitSurface(me) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_setMaxSpeed(me, 40) entity_animate(me, "idle", LOOP_INF) end end function damage(me, attacker, bone, damageType, dmg, hx, hy) if entity_getBoneLockEntity(v.n) == me then if chance(25) then if chance(50) then emote(EMOTE_NAIJALAUGH) else emote(EMOTE_NAIJAGIGGLE) end end end entity_setHealth(me, 60) entity_setMaxSpeedLerp(me, 10) entity_setMaxSpeedLerp(me, 1, 10) v.moveState = MOVE_STATE_AWAY local vx = entity_x(me) - hx local vy = entity_y(me) - hy vx, vy = vector_setLength(vx, vy, 400) entity_addVel(me, vx, vy) entity_rotateToVel(me, 2) return true end function exitState(me) end