-- 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.n = 0 v.glow = 0 v.boneGlow = 0 v.dir = 1 v.dirTimer = 0 function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "DeepUrchin") entity_setHealth(me, 12) entity_setAllDamageTargets(me, false) entity_setCollideRadius(me, 80) entity_setState(me, STATE_IDLE) v.boneGlow = entity_getBoneByName(me, "Glow") v.glow = createQuad("Naija/LightFormGlow", 13) quad_scale(v.glow, 8, 8) quad_alpha(v.glow, 0) entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true) entity_setDamageTarget(me, DT_AVATAR_SHOCK, true) entity_setUpdateCull(me, 3000) end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) end function update(me, dt) entity_handleShotCollisions(me) if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 800) then end v.dirTimer = v.dirTimer + dt if v.dirTimer > 3 then v.dirTimer = 0 v.dir = -v.dir end entity_addVel(me, 1000*dt*v.dir, 0) entity_updateMovement(me, dt) quad_setPosition(v.glow, entity_getPosition(me)) if entity_isEntityInRange(me, v.n, 256) then quad_alpha(v.glow, 1, 0.8) bone_alpha(v.boneGlow, 1, 0.8) else quad_alpha(v.glow, 0, 0.3) bone_alpha(v.boneGlow, 0, 0.3) end end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_DEAD) then quad_delete(v.glow) end end function exitState(me) end function damage(me, attacker, bone, damageType, dmg, x, y) if damageType == DT_AVATAR_SHOCK then x,y = entity_getPosition(v.n) end if damageType == DT_AVATAR_ENERGYBLAST or damageType == DT_AVATAR_SHOCK then if y > entity_y(me) + 50 and x > entity_x(me)-32 and x < entity_x(me)+32 then return true end end return false end function animationKey(me, key) end function hitSurface(me) end function songNote(me, note) end function songNoteDone(me, note) end function song(me, song) end