-- 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.grab = 0 v.head = 0 v.attached = 0 local STATE_LUNGE = 1000 local STATE_BACK = 1001 local STATE_WAIT2 = 1002 function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "seawolf") entity_setEntityLayer(me, 1) entity_setAllDamageTargets(me, false) v.grab = entity_getBoneByName(me, "grab") v.head = entity_getBoneByName(me, "head") --entity_generateCollisionMask(me) entity_setState(me, STATE_IDLE) entity_setCullRadius(me, 2000) entity_setUpdateCull(me, 2300) bone_alpha(v.grab, 0) entity_offset(me, 0, -5) entity_offset(me, 0, 5, 1, -1, 1, 1) loadSound("seawolf") end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) local node = entity_getNearestNode(me, "flip") if node ~= 0 then if node_isEntityIn(node, me) then entity_fh(me) end end end function update(me, dt) --entity_updateMovement(me, dt) local bx, by = bone_getWorldPosition(v.grab) if entity_isState(me, STATE_IDLE) then --debugLog(string.format("%f, %f", bx, by)) if entity_isPositionInRange(v.n, bx, by, 160) then debugLog("SETTING STATE LUNGE") entity_setState(me, STATE_LUNGE) end end local bx2, by2 = bone_getWorldPosition(v.head) if v.attached ~= 0 then entity_setPosition(v.attached, bx2, by2) end --[[ entity_handleShotCollisionsSkeletal(me) local bone = entity_collideSkeletalVsCircle(me, v.n) ]]-- end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_LUNGE) then playSfx("seawolf") entity_setStateTime(me, entity_animate(me, "lunge")) elseif entity_isState(me, STATE_WAIT) then if v.attached ~= 0 then entity_setStateTime(me, 3) else entity_setStateTime(me, 0.1) end elseif entity_isState(me, STATE_BACK) then debugLog("back") entity_setStateTime(me, entity_animate(me, "back")) end end function exitState(me) if entity_isState(me, STATE_LUNGE) then local bx, by = bone_getWorldPosition(v.grab) if entity_isPositionInRange(v.n, bx, by, 160) then v.attached = v.n end if v.attached ~= 0 then entity_damage(v.attached, me, 1) end entity_setState(me, STATE_WAIT) elseif entity_isState(me, STATE_WAIT) then entity_setState(me, STATE_BACK) elseif entity_isState(me, STATE_WAIT2) then entity_setState(me, STATE_IDLE) elseif entity_isState(me, STATE_BACK) then if v.attached ~= 0 then if v.attached == v.n then --centerText("Lost Ingredients!") local vx, vy = entity_getNormal(me) local p = vy vy = -vx vx = p if entity_isfh(me) then vx = -vx end vx, vy = vector_setLength(vx, vy, 2000) entity_idle(v.n) entity_push(v.n, vx, vy, 1, 3000, 0.5) end end v.attached = 0 entity_setState(me, STATE_WAIT2, 3) end end function damage(me, attacker, bone, damageType, dmg) return false 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