-- 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.n = 0 v.head = 0 local STATE_SWIM = 1000 local STATE_BURST = 1001 v.burstDelay = 0 v.singDelay = 4 v.fireDelay = 3 v.fired = 0 v.fireShotDelay = 0 local function idle(me) entity_setState(me, STATE_IDLE, math.random(1)+0.5) end local function doBurstDelay() v.burstDelay = math.random(4) + 2 end function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "Naija", "Mutant") --entity_setAllDamageTargets(me, false) entity_scale(me, 0.7, 0.7) entity_setCollideRadius(me, 20) entity_setHealth(me, 20) bone_alpha(entity_getBoneByName(me, "Fish2"),0) bone_alpha(entity_getBoneByName(me, "DualFormGlow"),0) v.head = entity_getBoneByName(me, "Head") entity_setDeathScene(me, true) idle(me) entity_setUpdateCull(me, 1300) loadSound("mutantnaija-note") loadSound("mutantnaija-note-hit") end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) end function update(me, dt) entity_updateMovement(me, dt) entity_handleShotCollisions(me) entity_setLookAtPoint(me, bone_getWorldPosition(v.head)) if entity_isState(me, STATE_IDLE) then entity_rotate(me, 0, 0.1) elseif entity_isState(me, STATE_SWIM) then entity_moveTowardsTarget(me, dt, 500) v.burstDelay = v.burstDelay - dt if v.burstDelay < 0 then doBurstDelay() entity_setMaxSpeedLerp(me, 2) entity_setMaxSpeedLerp(me, 1, 4) entity_moveTowardsTarget(me, 1, 1000) entity_animate(me, "burst", 0, 1) end entity_rotateToVel(me, 0.1) end entity_doEntityAvoidance(me, dt, 32, 0.5) entity_doCollisionAvoidance(me, dt, 4, 0.5) --[[ v.singDelay = v.singDelay - dt if v.singDelay < 0 then v.singDelay = math.random(3) + 3 entity_sound(me, getNoteName(math.random(8)), 1, 3) local x = entity_x(v.n) - entity_x(me) local y = entity_y(v.n) - entity_y(me) x, y = vector_setLength(x, y, 1000) entity_addVel(v.n, x, y) end ]]-- if entity_isState(me, STATE_SWIM) then if v.fired == -1 then v.fireDelay = v.fireDelay - dt if v.fireDelay < 0 then v.fired = 3 v.fireDelay = math.random(2) + 3 v.fireShotDelay = 0 end end end if v.fired > -1 then v.fireShotDelay = v.fireShotDelay - dt if v.fireShotDelay < 0 then local s = createShot("MutantNaija", me, v.n, bone_getWorldPosition(v.head)) v.fired = v.fired - 1 if v.fired == 0 then v.fired = -1 end v.fireShotDelay = 0.2 end end local thresh = 10 if entity_velx(me) > thresh and not entity_isfh(me) then entity_fh(me) end if entity_velx(me) < -thresh and entity_isfh(me) then entity_fh(me) end entity_touchAvatarDamage(me, 8, 1, 500) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_SWIM) then entity_animate(me, "swim", -1) elseif entity_isState(me, STATE_DEATHSCENE) then entity_setColor(me, 0.3, 0.3, 0.3, 1) entity_setPosition(me, entity_x(me), entity_y(me)+400, -300) entity_setStateTime(me, entity_animate(me, "diePainfully", 2)) entity_rotate(me, 0, 0.1) end end function exitState(me) if entity_isState(me, STATE_IDLE) then entity_rotate(me, 0, 0.1) entity_setState(me, STATE_SWIM, math.random(6)+4) elseif entity_isState(me, STATE_SWIM) then idle(me) doBurstDelay() elseif entity_isState(me, STATE_DEATHSCENE) then spawnParticleEffect("TinyBlueExplode", entity_getPosition(me)) end end function damage(me, attacker, bone, damageType, dmg) return true end function animationKey(me, key) end function hitSurface(me) end function songNote(me, note) end function songNoteDone(me, note) end function song(me, song) end function activate(me) end