-- 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 -- ================================================================================================ -- P L A S M A W O R M B G -- ================================================================================================ -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ v.dir = 0 v.switchDirDelay = 0 v.wiggleTime = 0 v.wiggleDir = 1 v.interestTimer = 0 v.colorRevertTimer = 0 v.collisionSegs = 64 v.avoidLerp = 0 v.avoidDir = 1 v.interest = false v.glow = nil v.segs = 64 v.glowSegInt = 4 v.glowSegs = v.segs/v.glowSegInt local function setNormalGlow() for i=1,v.glowSegs do quad_color(v.glow[i], 0.6, 0.6, 0.9) quad_color(v.glow[i], 1, 1, 1, 2, -1, 1, 1) end end -- initializes the entity function init(me) v.glow = {} -- oldhealth : 40 setupBasicEntity( me, "plasmaworm/tentacles-bg", -- texture 9, -- health 1, -- manaballamount 1, -- exp 1, -- money 0, -- collideRadius (only used if hit entities is on) STATE_IDLE, -- initState 128, -- sprite width 128, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 3000, -- updateCull -1: disabled, default: 4000 1 ) entity_setEntityLayer(me, -3) entity_setDropChance(me, 50) v.lungeDelay = 1.0 -- prevent the nautilus from attacking right away entity_initHair(me, v.segs, 16, 64, "plasmaworm/body-bg") --[[ entity_initSegments( 25, -- num segments 2, -- minDist 12, -- maxDist "wurm-body", -- body tex "wurm-tail", -- tail tex 128, -- width 128, -- height 0.01, -- taper 0 -- reverse segment direction ) ]]-- if chance(50) then v.dir = 0 else v.dir = 1 end if chance(50) then v.interest = true end v.switchDirDelay = math.random(800)/100.0 v.naija = getNaija() entity_addVel(me, math.random(1000)-500, math.random(1000)-500) entity_setDeathParticleEffect(me, "Explode") entity_setDamageTarget(me, DT_ENEMY_TRAP, false) --entity_fv(me) entity_setSegs(me, 8, 2, 0.1, 0.9, 0, -0.03, 8, 0) for i=1,v.glowSegs do v.glow[i] = createQuad("Naija/LightFormGlow", 13) quad_scale(v.glow[i], 3, 3) quad_scale(v.glow[i], 4, 4, 0.5, -1, 1, 1) quad_alpha(v.glow[i], 0.4) end setNormalGlow() entity_scale(me, 0.6, 0.6) entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) entity_setEntityType(me, ET_NEUTRAL) end v.spin = 0 -- the entity's main update function function update(me, dt) entity_rotateToVel(me) if v.colorRevertTimer > 0 then v.colorRevertTimer = v.colorRevertTimer - dt if v.colorRevertTimer < 0 then entity_setColor(me, 1, 1, 1, 3) setNormalGlow() end end v.spin = v.spin - dt if v.spin > 5 then -- do something cool! msg("SPUN!") v.spin = 0 end -- in idle state only if entity_getState(me)==STATE_IDLE then -- count down the v.lungeDelay timer to 0 if v.lungeDelay > 0 then v.lungeDelay = v.lungeDelay - dt if v.lungeDelay < 0 then v.lungeDelay = 0 end end -- if we don't have a target, find one if not entity_hasTarget(me) then entity_findTarget(me, 1000) else v.wiggleTime = v.wiggleTime + (dt*200)*v.wiggleDir if v.wiggleTime > 1000 then v.wiggleDir = -1 elseif v.wiggleTime < 0 then v.wiggleDir = 1 end v.interestTimer = v.interestTimer - dt if v.interestTimer < 0 then if v.interest then v.interest = false else v.interest = true entity_addVel(me, math.random(1000)-500, math.random(1000)-500) end v.interestTimer = math.random(400.0)/100.0 + 2.0 end if v.interest then if entity_isNearObstruction(getNaija(), 8) then v.interest = false else if entity_isTargetInRange(me, 1600) then if entity_isTargetInRange(me, 100) then entity_moveTowardsTarget(me, dt, -500) -- if we're too close, move away elseif not entity_isTargetInRange(me, 300) then entity_moveTowardsTarget(me, dt, 1000) -- move in if we're too far away end entity_moveAroundTarget(me, dt, 1000+v.wiggleTime, v.dir) end end else --if entity_isTargetInRange(me, 1600) then --entity_moveTowardsTarget(me, dt, -100) -- if we're too close, move away --end end --[[ v.switchDirDelay = v.switchDirDelay - dt if v.switchDirDelay < 0 then v.switchDirDelay = math.random(800)/100.0 if v.dir == 0 then v.dir = 1 else v.dir = 0 end end ]]-- --[[ -- 40% of the time when we're in range and not delaying, launch an attack if entity_isTargetInRange(me, 300) then if math.random(100) < 40 and v.lungeDelay == 0 then entity_setState(me, STATE_ATTACKPREP, 0.5) end end ]]-- v.avoidLerp = v.avoidLerp + dt*v.avoidDir if v.avoidLerp >= 1 or v.avoidLerp <= 0 then v.avoidLerp = 0 if v.avoidDir == -1 then v.avoidDir = 1 else v.avoidDir = -1 end end -- avoid other things nearby entity_doEntityAvoidance(me, dt, 32, 0.1) -- entity_doSpellAvoidance(dt, 200, 1.5); entity_doCollisionAvoidance(me, dt, 10, 0.1) entity_doCollisionAvoidance(me, dt, 6, 1.0) end end entity_updateMovement(me, dt) entity_setHairHeadPosition(me, entity_x(me), entity_y(me)) entity_updateHair(me, dt) for i=0,v.glowSegs-1 do local x, y = entity_getHairPosition(me, i*v.glowSegInt) --debugLog(string.format("hair(%d, %d)", x, y)) quad_setPosition(v.glow[i+1], x, y) end --entity_handleShotCollisionsHair(me, v.collisionSegs) --entity_handleShotCollisions(me) --if entity_collideHairVsCircle(me, v.naija, v.collisionSegs, 0.5) then --entity_touchAvatarDamage(me, 0, 0, 500) --end end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_setMaxSpeed(me, 400) elseif entity_isState(me, STATE_DEAD) then for i=1,v.glowSegs do quad_delete(v.glow[i], 0.5) end end end function exitState(me) end function hitSurface(me) end function damage(me, attacker, bone, damageType, dmg) entity_setMaxSpeed(me, 600) return true end v.lastNote = 0 function songNote(me, note) if getForm()~=FORM_NORMAL then return end if note ~= v.lastNote then v.spin = v.spin + 0.1 end v.lastNote = note v.interest = true local r,g,b = getNoteColor(note) entity_setColor(me, r,g,b,1) v.colorRevertTimer = 10 r = r * 0.5 + 0.5 g = g * 0.5 + 0.5 b = b * 0.5 + 0.5 for i=1,v.glowSegs do quad_color(v.glow[i], r, g, b) quad_color(v.glow[i], 1, 1, 1, 2, -1, 1, 1) end --entity_setColor(me, 1,1,1,10) end