-- 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 -- ================================================================================================ -- NEWT BLASTER -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ local STATE_HIDE = 1000 local STATE_MOVING = 1001 v.tailEnd = 0 v.hits = 0 v.fireDelayTime = 0.5 v.fireDelay = v.fireDelayTime v.orient = ORIENT_UP -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) setupBasicEntity( me, "", -- texture 12, -- health 2, -- manaballamount 2, -- exp 10, -- money 40, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 128, -- sprite width 128, -- sprite height 1, -- particle "explosion" type, 0 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 4000, -- updateCull -1: disabled, default: 4000 -1 ) entity_setDeathParticleEffect(me, "NewtExplode") entity_initSkeletal(me, "NewtBlaster") entity_setState(me, STATE_IDLE) entity_setDropChance(me, 100, 2) entity_setDeathScene(me, true) v.tailEnd = entity_getBoneByName(me, "TailEnd") loadSound("newtblaster-die") entity_setDeathSound(me, "newtblaster-die") end function songNote(me, note) --[[ if getForm()~=FORM_NORMAL then return end transTime = 0.5 if note == 0 then entity_setColor(me, 1, 0, 0, transTime) elseif note == 1 then entity_setColor(me, 1, 1, 0, transTime) elseif note == 2 then entity_setColor(me, 0, 1, 0, transTime) elseif note == 3 then entity_setColor(me, 0, 1, 1, transTime) elseif note == 4 then entity_setColor(me, 0, 0, 1, transTime) elseif note == 5 then entity_setColor(me, 1, 1, 1, transTime) elseif note == 6 then entity_setColor(me, 0, 0, 0, transTime) elseif note == 7 then entity_setColor(me, 1, 0, 1, transTime) elseif note == 8 then entity_setColor(me, 0.5, 0.5, 0.5, transTime) end ]]-- end function update(me, dt) entity_handleShotCollisions(me) if not entity_hasTarget(me) then entity_findTarget(me, 1024) else if entity_isState(me, STATE_IDLE) then entity_touchAvatarDamage(me, 48, 1, 1000) -- fire if in range v.fireDelay = v.fireDelay - dt if v.fireDelay < 0 then --local vx, vy = bone_getNormal(v.tailEnd) local x, y = bone_getPosition(v.tailEnd) --bone_getOrientation() --entity_playSfx(me, "BasicShot") --entity_fireAtTarget(me, "NewtFire", 1, 150, 10, 3, 32, 0, 0, 0, 0, x, y) local s = createShot("NewtFire", me, entity_getTarget(me), x, y) local tx, ty = entity_getPosition(entity_getTarget(me)) shot_setAimVector(s, tx-x, ty-y) v.fireDelay = v.fireDelayTime end end end local speed = 400 if entity_isState(me, STATE_HIDE) then local check = 256 local block = 6 if v.orient == ORIENT_LEFT then if not isObstructedBlock(entity_x(me)-check, entity_y(me), block) then entity_setPosition(me, entity_x(me)-speed*dt, entity_y(me)) else v.orient = v.orient + 1 end elseif v.orient == ORIENT_RIGHT then if not isObstructedBlock(entity_x(me)+check, entity_y(me), block) then entity_setPosition(me, entity_x(me)+speed*dt, entity_y(me)) else v.orient = v.orient + 1 end elseif v.orient == ORIENT_DOWN then if not isObstructedBlock(entity_x(me), entity_y(me)+check, block) then entity_setPosition(me, entity_x(me), entity_y(me)+speed*dt) else v.orient = v.orient + 1 end elseif v.orient == ORIENT_UP then if not isObstructedBlock(entity_x(me), entity_y(me)-check, block) then entity_setPosition(me, entity_x(me), entity_y(me)-speed*dt) else v.orient = v.orient + 1 end else v.orient = 0 end end --[[ if entity_isState(me, STATE_IDLE) then if chance(10) then entity_setState(me, STATE_MOVING, 4) end end ]]-- end function hitSurface(me) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_setEntityType(me, ET_ENEMY) entity_animate(me, "idle", LOOP_INF) entity_setColor(me, 1, 1, 1, 0.5) entity_alpha(me, 1, 0.5) elseif entity_isState(me, STATE_HIDE) then v.orient = math.random(4) entity_setEntityType(me, ET_NEUTRAL) entity_alpha(me, 0.1, 1) entity_setColor(me, 0.5, 0.5, 1, 0.5) entity_animate(me, "crawl", LOOP_INF) elseif entity_isState(me, STATE_MOVING) then entity_animate(me, "crawl", LOOP_INF) elseif entity_isState(me, STATE_DEATHSCENE) then local ox = entity_x(me) local oy = entity_y(me) entity_setStateTime(me, 99) --entity_idle(v.n) --cam_toEntity(me) entity_animate(me, "fall", -1) --entity_setPosition(me, entity_x(me), entity_y(me)+1000, 2) wait(1) --cam_toEntity(getNaija()) entity_setStateTime(me, 0.1) --spawnIngredient("SpicyMeat", ox, oy) spawnIngredient("SpicyMeat", ox, oy) end end function exitState(me) if entity_isState(me, STATE_HIDE) or entity_isState(me, STATE_MOVING) then entity_setState(me, STATE_IDLE) end end function damage(me, attacker, bone, damageType, dmg) if entity_getAlpha(me) == 1 then v.hits = v.hits + dmg if v.hits > 5 then v.hits = 0 if entity_isState(me, STATE_IDLE) then entity_setState(me, STATE_HIDE, 3.5 + math.random(200)/200.0) end end return true end return false end