-- 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 local STATE_CLIMBUP = 1000 local STATE_WALLATTACK = 1001 local STATE_CLIMBDOWN = 1002 local STATE_WALL = 1003 local STATE_FALLING = 1004 local STATE_DROWN = 1005 local STATE_DROWNED = 1006 v.treeNode = 0 v.moveTimer = 0 v.minNode = 0 v.maxNode = 0 v.hitSoundDelay = 0 function init(me) v.walkSpd = 170+math.random(50) v.soundDelay = math.random(3)+2 setupBasicEntity(me, "", -- texture 6, -- health 1, -- manaballamount 1, -- exp 1, -- money 32, -- collideRadius (only used if hit entities is on) STATE_IDLE, -- initState 64, -- sprite width 64, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 1, -- 0/1 hit other entities off/on (uses collideRadius) 4000 -- updateCull -1: disabled, default: 4000 ) entity_initSkeletal(me, "Monkey") entity_setDeathParticleEffect(me, "TinyRedExplode") entity_scale(me, 0.6, 0.6) v.minNode = entity_getNearestNode(me, "MONKEYMIN") v.maxNode = entity_getNearestNode(me, "MONKEYMAX") local node = entity_getNearestNode(me, "TREE") if node ~= 0 and node_isEntityIn(node, me) then debugLog("FOUND TREE!") v.treeNode = node entity_setState(me, STATE_WALL) else debugLog("no tree :|") entity_clampToSurface(me) entity_setState(me, STATE_IDLE) end entity_setCanLeaveWater(me, true) entity_setMaxSpeed(me, 1400) esetv(me, EV_WALLOUT, 20) loadSound("Monkey-Idle") loadSound("Monkey-Scream") loadSound("Monkey-Hit") entity_setDeathSound(me, "Monkey-Scream") entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) entity_setDamageTarget(me, DT_AVATAR_PET, false) end function postInit(me) end function update(me, dt) if (not entity_isState(me, STATE_DROWN) and not entity_isState(me, STATE_DROWNED)) and entity_isUnderWater(me) and entity_y(me) > getWaterLevel() + 64 then entity_setState(me, STATE_DROWN, 6) end if entity_isState(me, STATE_IDLE) then --[[ local node = entity_getNearestNode(me, "TREE") if node ~=0 and node_isEntityIn(node, me) then v.treeNode = node entity_setState(me, STATE_CLIMBUP) end ]]-- --[[ v.moveTimer = v.moveTimer + dt if v.moveTimer > 2.2 then entity_flipHorizontal(me) entity_switchSurfaceDirection(me) v.moveTimer = 0 end ]]-- if v.minNode and v.maxNode then if entity_x(me) < node_x(v.minNode) and not entity_isfh(me) then entity_flipHorizontal(me) entity_switchSurfaceDirection(me, 0) --entity_adjustPositionBySurfaceNormal(me, 2) --entity_clampToSurface(me) elseif entity_x(me) > node_x(v.maxNode) and entity_isfh(me) then entity_flipHorizontal(me) entity_switchSurfaceDirection(me, 1) --entity_clampToSurface(me) end --[[ if entity_isNearObstruction(me) then entity_adjustPositionBySurfaceNormal(me, 5) end ]]-- end entity_moveAlongSurface(me, dt, v.walkSpd, 6, 20) entity_rotateToSurfaceNormal(me, 0.1) v.soundDelay = v.soundDelay - dt if v.soundDelay < 0 then v.soundDelay = math.random(3)+4 entity_sound(me, "Monkey-Idle", math.random(200)+900) end end if entity_isState(me, STATE_FALLING) or entity_isState(me, STATE_DROWN) or entity_isState(me, STATE_DROWNED) then entity_updateMovement(me, dt) end if entity_isState(me, STATE_CLIMBUP) and not entity_isFollowingPath(me) then entity_setState(me, STATE_CLIMBDOWN) end entity_checkSplash(me) entity_handleShotCollisions(me) if v.hitSoundDelay > 0 then v.hitSoundDelay = v.hitSoundDelay - dt if v.hitSoundDelay < 0 then v.hitSoundDelay = 0 end end if isObstructed(entity_x(me), entity_y(me)) then entity_adjustPositionBySurfaceNormal(me, 1) end end function damage(me, attacker, bone, damageType, dmg) if entity_isState(me, STATE_DROWN) or entity_isState(me, STATE_DROWNED) then return true end if entity_isState(me, STATE_WALL) then entity_setState(me, STATE_FALLING) end if damageType == DT_AVATAR_VINE then if entity_isState(me, STATE_WALL) then -- monkey knocked out of tree with vine flingMonkey(me) --entity_sound(me, "Monkey-Scream", math.random(200)+900) playSfx("Monkey-Scream") return false end end if v.hitSoundDelay == 0 then playSfx("Monkey-Hit") v.hitSoundDelay = 0.3 + math.random(2)*0.1 end return true end function enterState(me) if entity_isState(me, STATE_IDLE) then --entity_animate(me, "idle", LOOP_INF) entity_animate(me, "crawl", LOOP_INF) elseif entity_isState(me, STATE_ATTACK) then entity_animate(me, "attack") elseif entity_isState(me, STATE_WALLATTACK) then entity_animate(me, "wallAttack") elseif entity_isState(me, STATE_WALL) then debugLog("STATEWALL!") entity_animate(me, "wall", LOOP_INF) elseif entity_isState(me, STATE_FALLING) then entity_setWeight(me, 1200) elseif entity_isState(me, STATE_DROWN) then entity_setDeathSound(me, "") entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) --entity_setDamageTarget(me, DT_AVATAR_PET, false) entity_animate(me, "drown", LOOP_INF) entity_setWeight(me, 400) entity_setMaxSpeedLerp(me, 0.2, 0.1) entity_setDeathSound(me, "") elseif entity_isState(me, STATE_DROWNED) then entity_animate(me, "drowned", LOOP_INF) entity_rotate(me, 0, 0.1) entity_setWeight(me, -200) entity_setMaxSpeedLerp(me, 0.1, 1) entity_setCanLeaveWater(me, false) entity_setProperty(me, EP_MOVABLE, true) entity_setDeathSound(me, "") elseif entity_isState(me, STATE_CLIMBDOWN) then entity_animate(me, "wall", LOOP_INF) entity_followPath(me, v.treeNode, SPEED_VERYSLOW, 1) end end function exitState(me) if entity_isState(me, STATE_FALLING) then entity_setWeight(me, 0) elseif entity_isState(me, STATE_DROWN) then entity_setState(me, STATE_DROWNED) end end function hitSurface(me) if entity_isState(me, STATE_FALLING) then entity_clampToSurface(me) entity_setState(me, STATE_IDLE) end end