-- 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 -- ================================================================================================ -- E C C O -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.dir = 0 v.switchDirDelay = 0 v.wiggleTime = 0 v.wiggleDir = 1 v.interestTimer = 0 v.colorRevertTimer = 0 v.collisionSegs = 50 v.avoidLerp = 0 v.avoidDir = 1 v.interest = false v.jumpDelay = 0 v.n = 0 -- ================================================================================================ -- F U N C T I O N S -- ================================================================================================ function init(me) -- oldhealth : 40 setupBasicEntity( me, "", -- texture 12, -- health 1, -- manaballamount 1, -- exp 1, -- money 32, -- collideRadius (only used if hit entities is on) STATE_IDLE, -- initState 90, -- sprite width 90, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) -1 -- updateCull -1: disabled, default: 4000 ) entity_setDropChance(me, 50) if chance(50) then v.dir = 0 else v.dir = 1 end if chance(50) then v.interest = true end v.switchDirDelay = math.random(800)/100.0 v.naija = getNaija() entity_addVel(me, math.random(1000)-500, math.random(1000)-500) entity_setDeathParticleEffect(me, "TinyRedExplode") entity_initSkeletal(me, "ekko") local body = entity_getBoneByName(me, "Body") bone_setSegs(body, 8, 8, 0.69, 0.23, 0, -0.03, 8, 0) entity_setCanLeaveWater(me, true) entity_scale(me, 0.75, 0.75) entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) entity_setState(me, STATE_IDLE) entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) entity_setDamageTarget(me, DT_AVATAR_PET, false) end function postInit(me) v.n = getNaija() end -- the entity's main update function function update(me, dt) if entity_getState(me)==STATE_IDLE then entity_doCollisionAvoidance(me, dt, 10, 0.1) entity_doCollisionAvoidance(me, dt, 4, 0.5) end if not entity_hasTarget(me) then entity_findTarget(me, 500) else -- has target if entity_isUnderWater(me) then if not entity_isNearObstruction(entity_getTarget(me), 5) then if v.interest then entity_moveTowardsTarget(me, dt, 500) end end end end entity_flipToVel(me) entity_rotateToVel(me, 0.3) entity_updateCurrents(me, dt) entity_updateMovement(me, dt) if entity_isUnderWater(me) then v.jumpDelay = v.jumpDelay - dt if v.jumpDelay <= 0 then v.jumpDelay = 0 entity_setCanLeaveWater(me, true) if entity_y(me) - getWaterLevel() < 400 then entity_addVel(me, 0, -1000*dt) end end v.interestTimer = v.interestTimer + dt if v.interestTimer > 12 then if v.interest then v.interest = false else v.interest = true end v.interestTimer = math.random(3) end end if entity_checkSplash(me) then if not entity_isUnderWater(me) then entity_setMaxSpeedLerp(me, 2) if entity_velx(me) < 0 then entity_addVel(me, -200, -456) else entity_addVel(me, 200, -456) end entity_setWeight(me, 888) v.jumpDelay = 2+math.random(5) else entity_setCanLeaveWater(me, false) entity_setWeight(me, 0) end end -- COLLISIONS entity_handleShotCollisions(me) if entity_touchAvatarDamage(me, 64, 0) then --[[ if avatar_isBursting() and entity_setBoneLock(v.n, me) then else ]]-- local x, y = entity_getVectorToEntity(me, v.n, 420) entity_addVel(v.n, x, y) --end end end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", LOOP_INF) entity_setMaxSpeed(me, 543) end end function exitState(me) end function hitSurface(me) end function damage(me, attacker, bone, damageType, dmg) entity_setMaxSpeed(me, 654) return true end function songNote(me, note) end