-- 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 -- ================================================================================================ -- EEL -- ================================================================================================ -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ v.dir = 0 v.switchDirDelay = 0 v.wiggleTime = 0 v.wiggleDir = 1 v.interestTimer = 0 v.colorRevertTimer = 0 v.collisionSegs = 25 v.avoidLerp = 0 v.avoidDir = 1 v.interest = false local STATE_AROUND = 1001 v.dir = 0 v.idleDelay = 3 v.n = 0 v.bone_body = 0 -- initializes the entity function init(me) -- oldhealth : 40 setupBasicEntity( me, "", -- texture 50, -- 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 0 ) entity_setDropChance(me, 50) entity_initHair(me, 64, 8, 64, "ekkrit/tail") --[[ entity_initSegments( 25, -- num segments 2, -- minDist 12, -- maxDist "wurm-body", -- body tex "wurm-tail", -- tail tex 128, -- width 128, -- height 0.01, -- taper 0 -- reverse segment direction ) ]]-- 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, "Explode") entity_initSkeletal(me, "Ekkrit") entity_generateCollisionMask(me) entity_animate(me, "idle", LOOP_INF) entity_setDeathScene(me, true) entity_setCullRadius(me, 1024) entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) entity_setDamageTarget(me, DT_AVATAR_PET, false) v.bone_body = entity_getBoneByName(me, "Body") loadSound("EkkritCall") loadSound("EkkritHit") loadSound("EkkritIdle") end function postInit(me) v.n = getNaija() end v.lastRot = 0 v.timer = 0 -- the entity's main update function function update(me, dt) v.idleDelay = v.idleDelay - dt if v.idleDelay < 0 then entity_sound(me, "EkkritIdle", (math.random(300)+800)/1000.0) v.idleDelay = math.random(3) + 3 end if entity_isState(me, STATE_AROUND) then dt = dt * 1.5 end if v.colorRevertTimer > 0 then v.colorRevertTimer = v.colorRevertTimer - dt if v.colorRevertTimer < 0 then entity_setColor(me, 1, 1, 1, 3) end end --entity_handleShotCollisionsHair(me, v.collisionSegs) -- in idle state only if entity_getState(me)==STATE_IDLE then entity_doCollisionAvoidance(me, dt, 16, 0.05) entity_doCollisionAvoidance(me, dt, 4, 0.5) end if not entity_hasTarget(me) then entity_findTarget(me, 500) else -- has target if entity_isState(me, STATE_IDLE) then --debugLog(string.format("timer: %f", timer)) local t = 6 if entity_getRotation(me) > v.lastRot then v.timer = v.timer + dt if v.timer > t then v.dir = 1 entity_setState(me, STATE_AROUND) v.timer = 0 end elseif entity_getRotation(me) < v.lastRot then v.timer = v.timer - dt if v.timer < -t then v.dir = 0 entity_setState(me, STATE_AROUND) v.timer = 0 end end v.lastRot = entity_getRotation(me) if entity_isNearObstruction(entity_getTarget(me), 4) then entity_moveTowardsTarget(me, dt, -100) else entity_moveTowardsTarget(me, dt, 500) end elseif entity_isState(me, STATE_AROUND) then entity_moveAroundTarget(me, dt, 5000, v.dir) entity_doCollisionAvoidance(me, dt, 16, 0.5) entity_doCollisionAvoidance(me, dt, 4, 1.0) end end --entity_flipToVel(me) entity_rotateToVel(me, 0.3) entity_updateMovement(me, dt) entity_setHairHeadPosition(me, entity_x(me), entity_y(me)) entity_updateHair(me, dt) entity_handleShotCollisionsSkeletal(me) --[[ if entity_collideHairVsCircle(me, v.naija, v.collisionSegs) then entity_touchAvatarDamage(me, 0, 0, 500) end ]]-- local bone = entity_collideSkeletalVsCircle(me, v.naija) if bone ~= 0 then if avatar_isBursting() and bone == v.bone_body and entity_setBoneLock(v.n, me, bone) then else local bx, by = bone_getWorldPosition(bone) local x, y = entity_getPosition(v.n) x = x - bx y = y - by x,y = vector_setLength(x, y, 800) entity_addVel(v.n, x, y) end end end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_setNaijaReaction(me, "") entity_setMaxSpeedLerp(me, 1, 0.5) entity_setMaxSpeed(me, 200) elseif entity_isState(me, STATE_AROUND) then entity_setNaijaReaction(me, "smile") entity_sound(me, "EkkritCall", (math.random(100)+950)/1000.0) entity_setMaxSpeedLerp(me, 2.5) entity_setStateTime(me, 5) elseif entity_isState(me, STATE_DEATHSCENE) then entity_setNaijaReaction(me, "shock") entity_setStateTime(me, -1) entity_offset(me, 0, 10, 0.5, -1, 1) shakeCamera(10, 3) cam_toEntity(me) watch(2) cam_toEntity(getNaija()) entity_setStateTime(me, 0.1) end end function exitState(me) if entity_isState(me, STATE_AROUND) then entity_setState(me, STATE_IDLE) end end function hitSurface(me) end function damage(me, attacker, bone, damageType, dmg) entity_sound(me, "EkkritHit", (math.random(100)+950)/1000.0) entity_setMaxSpeedLerp(me, 5) entity_setMaxSpeedLerp(me, 1, 3) entity_addVel(me, entity_velx(me)*2, entity_vely(me)*2) entity_doSpellAvoidance(me, 1, 32, 1) v.timer = 0 return true end function songNote(me, note) end