-- 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.dir = 0 v.dirTimer = 0 v.attackDelay = 2 v.fireDelay = 0 v.n = 0 v.dodgePhase = 0 v.bone_body = 0 v.rideTimer = 0 v.maxRideTime = 20 v.throwOffTimer = 0 v.maxThrowOffTime = 15 local STATE_THROWOFF = 1000 v.roarDelay = 0 v.aggro = 0 v.firstSeen = true function init(me) setupBasicEntity( me, "", -- texture 64, -- health 1, -- manaballamount 1, -- exp 1, -- money 32, -- 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) 3000 ) entity_initSkeletal(me, "GreenSeaDragon") entity_generateCollisionMask(me) entity_animate(me, "idle", LOOP_INF) entity_setMaxSpeed(me, 800) v.fireLoc = entity_getBoneByName(me, "FireLoc") bone_alpha(v.fireLoc) entity_setDeathParticleEffect(me, "GreenSeaDragonExplode") bone_setSegs(entity_getBoneByName(me, "Weeds1"), 2, 16, 0.5, 0.3, -0.018, 0, 12, 1) bone_setSegs(entity_getBoneByName(me, "Weeds2"), 2, 16, 0.5, 0.3, -0.018, 0, 12, 1) v.bone_body = entity_getBoneByName(me, "Body") entity_setCullRadius(me, 1024) loadSound("greenseadragon-die") loadSound("greenseadragon-roar") loadSound("greenseadragon-fire") entity_setDeathSound(me, "greenseadragon-die") end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) end function dieNormal(me) if chance(5) then spawnIngredient("SpicyRoll", entity_getPosition(me)) else if chance(10) then spawnIngredient("SpecialBulb", entity_getPosition(me)) else if chance(10) then spawnIngredient("Poultice", entity_getPosition(me)) else for i=1,3,1 do spawnIngredient("PlantLeaf", entity_getPosition(me)) end end end end end function update(me, dt) --entity_handleShotCollisions(me) --entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0, 1000) if not isForm(FORM_FISH) then v.aggro = 1 elseif isForm(FORM_FISH) and not entity_isEntityInRange(me, v.n, 1024) then v.aggro = 0 end if v.firstSeen and entity_isTargetInRange(me, 800) then v.roarDelay = v.roarDelay - dt if v.roarDelay < 0 then playSfx("greenseadragon-roar") shakeCamera(6, 3) v.roarDelay = 5 + math.random(3) avatar_fallOffWall() end --v.firstSeen = false end --[[ if 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 = 1 if dir == 0 then dir = 1 else dir = 0 end end ]]-- v.dodgePhase = v.dodgePhase + dt if v.dodgePhase > 6 then v.dodgePhase = 0 end if entity_isTargetInRange(me, 256) and v.aggro == 1 then entity_moveTowardsTarget(me, dt, -1000) elseif entity_isTargetInRange(me, 1024) and v.aggro == 1 then entity_moveTowardsTarget(me, dt, 500) end if v.dodgePhase > 3 then --entity_doSpellAvoidance(me, dt, 128, 0.5) end entity_doCollisionAvoidance(me, dt, 4, 1.0) if (math.abs(entity_x(v.n) - entity_x(me)) > 140) then entity_flipToEntity(me, v.n) end if entity_isState(me, STATE_IDLE) and v.aggro == 1 then v.attackDelay = v.attackDelay - dt if v.attackDelay < 0 then entity_setState(me, STATE_ATTACK) end elseif entity_isState(me, STATE_ATTACK) then v.fireDelay = v.fireDelay - dt if v.fireDelay < 0 then v.fireDelay = 0.2 local vx, vy = bone_getNormal(v.fireLoc) local x, y = bone_getWorldPosition(v.fireLoc) local s = createShot("GreenSeaDragon", me, entity_getTarget(me), x, y) shot_setAimVector(s, vx, vy) --local s = entity_fireAtTarget(me, "", 1, 100, 0, 3, 32, 0, 0, vx, vy, x, y) --shot_setNice(s, "Shots/HotEnergy", "HeatTrailSmall", "HeatHit") end elseif entity_isState(me, STATE_THROWOFF) then local range = 5 + v.throwOffTimer * 10 if range > 30 then range = 30 end entity_offset(me, math.random(range/2)-range, math.random(range/2)-range) v.throwOffTimer = v.throwOffTimer + dt * math.random(3) if v.throwOffTimer > v.maxThrowOffTime then avatar_fallOffWall() entity_moveTowards(v.n, entity_x(me), entity_y(me), 1, -2000) entity_moveTowards(me, entity_x(v.n), entity_y(v.n), 1, -1200) end end entity_updateMovement(me, dt) local ent = entity_getBoneLockEntity(v.n) if ent == me then v.rideTimer = v.rideTimer + dt if v.rideTimer > v.maxRideTime and not entity_isState(me, STATE_THROWOFF) then entity_setState(me, STATE_THROWOFF) end else if entity_isState(me, STATE_THROWOFF) then entity_setState(me, STATE_IDLE) end v.rideTimer = 0 end local bone = entity_collideSkeletalVsCircle(me, v.n) if avatar_isBursting() and bone == v.bone_body and entity_setBoneLock(v.n, me, bone) then else entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0, 1000) end entity_handleShotCollisionsSkeletal(me) end function hitSurface(me) end function enterState(me, state) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_ATTACK) then entity_setStateTime(me, entity_animate(me, "attack")) v.attackDelay = 0.5 + math.random(150)/100.0 v.fireDelay = 0.3 elseif entity_isState(me, STATE_THROWOFF) then v.throwOffTimer = v.throwOffTimer - 5 if v.throwOffTimer < 0 then v.throwOffTimer = 0 end elseif entity_isState(me, STATE_DEAD) then shakeCamera(10, 3) end end function exitState(me, state) if entity_isState(me, STATE_ATTACK) then entity_setState(me, STATE_IDLE) end end function damage(me) v.rideTimer = v.rideTimer + 1.5 v.aggro = 1 return true end