-- 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 -- ================================================================================================ -- G R O U N D S H O C K E R -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.shellOn = true v.pullTime = 1.11 v.attackTime = 0.7 v.mT = 0 -- ================================================================================================ -- F U N C T I O N S -- ================================================================================================ function init(me) v.moveTimer = 3.2 + (math.random(432) * 0.01) v.shotTimer = 2.1 + (math.random(210) * 0.01) setupBasicEntity( me, "GroundShocker/Core", -- texture 7, -- health 1, -- manaballamount 0, -- exp 0, -- money 32, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 128, -- sprite width 128, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 1, -- 0/1 hit other entities off/on (uses collideRadius) 2000 -- updateCull -1: disabled, default: 4000 ) entity_setDeathParticleEffect(me, "Explode") entity_setDropChance(me, 12) entity_initSkeletal(me, "GroundShocker") v.bone_core = entity_getBoneByName(me, "Core") v.bone_shell = entity_getBoneByName(me, "Shell") entity_generateCollisionMask(me) entity_setAllDamageTargets(me, false) entity_setEntityType(me, ET_ENEMY) entity_setProperty(me, EP_MOVABLE, true) esetv(me, EV_WALLOUT, 2) esetvf(me, EV_CLAMPTRANSF, 0.2) entity_clampToSurface(me) bone_setSegs(v.bone_core) loadSound("groundshocker-attack") end function postInit(me) entity_setState(me, STATE_IDLE) -- RANDOMLY FLIP HORIZONTALLY if chance(50) then entity_fh(me) entity_switchSurfaceDirection(me) end end function update(me, dt) entity_findTarget(me, 690) -- Active range v.attackTime = v.attackTime - dt if v.attackTime <= 0 then v.attackTime = 0 end -- MOVE ALONG SURFACE if v.attackTime <= 0 then if eisv(me, EV_CLAMPING, 0) then entity_moveAlongSurface(me, dt, 32) v.moveTimer = v.moveTimer - dt if v.moveTimer <= 0 then v.moveTimer = 3.2 + (math.random(432) * 0.01) if chance(78) then entity_switchSurfaceDirection(me) end end end end entity_rotateToSurfaceNormal(me, 0.34) -- SHOOT FOOLS v.shotTimer = v.shotTimer - dt if v.shotTimer <= 0 then v.shotTimer = 2.1 + (math.random(210) * 0.01) v.attackTime = 0.7 local meX, meY = bone_getWorldPosition(v.bone_core) local nX, nY = entity_getNormal(me) nX, nY = vector_setLength(nX, nY, 16) spawnParticleEffect("GroundShockerShock", entity_x(me), entity_y(me)) createEntity("GroundShockerAttackL", "", entity_x(me) + nX, entity_y(me) + nY) createEntity("GroundShockerAttackR", "", entity_x(me) + nX, entity_y(me) + nY) entity_sound(me, "groundshocker-attack") end if v.shellOn == true then -- PULL OFF SHELL if entity_isBeingPulled(me) then if v.pullTime > 0 then v.pullTime = v.pullTime - dt else v.shellOn = false bone_alpha(v.bone_shell, 0, 0.1) entity_setProperty(me, EP_MOVABLE, false) entity_setAllDamageTargets(me, true) local meX, meY = bone_getWorldPosition(v.bone_core) local nX, nY = entity_getNormal(me) nX, nY = vector_setLength(nX, nY, 256) local ent_shell = createEntity("GroundShockerShell", "", entity_x(me) + nX/4, entity_y(me) + nY/4) entity_rotateToVec(ent_shell, nX, nY) entity_moveTowards(ent_shell, entity_x(getNaija()), entity_y(getNaija()), 1, 1234) end else v.pullTime = 1.11 end entity_handleShotCollisionsSkeletal(me) local bone = entity_collideSkeletalVsCircle(me, getNaija()) if bone ~= 0 then local nX, nY = entity_getPosition(getNaija()) local bX, bY = bone_getWorldPosition(bone) nX = nX - bX nY = nY - bY nX, nY = vector_setLength(nX, nY, 600) entity_addVel(getNaija(), nX, nY) end else entity_handleShotCollisions(me) entity_touchAvatarDamage(me, 42, 0.21, 321) end end function enterState(me) if entity_getState(me) == STATE_IDLE then entity_animate(me, "idle", LOOP_INF) bone_setSegs(v.bone_core, 4, 4, 0.6, 0.6, -0.022, 0, 4.8, 1) v.moveTimer = v.mT + (math.random(432) * 0.01) end end function exitState(me) end function damage(me, attacker, bone, damageType, dmg) if v.shellOn == true then return false else return true end end function hitSurface(me) end function dieNormal(me) if chance(75) then spawnIngredient("SpicyMeat", entity_x(me), entity_y(me)) end end