-- 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 local STATE_INACTIVE = 1000 local STATE_BURSTRIGHT = 1001 local STATE_BURSTLEFT = 1002 local STATE_BURSTLEFTPREP = 1003 local STATE_BURSTRIGHTPREP = 1004 v.level = 0 v.burstDelay = 2 v.lastDir = 0 function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "Skeeter") --entity_setEntityLayer(me, 1) --entity_setAllDamageTargets(me, true) entity_setCollideRadius(me, 32) entity_setState(me, STATE_IDLE) entity_setCanLeaveWater(me, true) entity_setDeathParticleEffect(me, "TinyGreenExplode") entity_setInternalOffset(me, 0, -16) end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) v.level = entity_y(me) end function update(me, dt) if entity_isState(me, STATE_INACTIVE) then if math.abs(getWaterLevel()-v.level) < 50 then entity_setState(me, STATE_IDLE) end else entity_updateMovement(me, dt) entity_handleShotCollisions(me) entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 800) entity_setPosition(me, entity_x(me), v.level) if entity_isState(me, STATE_BURSTRIGHT) then entity_addVel(me, 1000*dt, 0) elseif entity_isState(me, STATE_BURSTLEFT) then entity_addVel(me, -1000*dt, 0) elseif entity_isState(me, STATE_IDLE) then entity_doSpellAvoidance(me, dt, 64, 0.5) entity_doFriction(me, dt, 300) entity_doEntityAvoidance(me, dt, 32, 0.5) v.burstDelay = v.burstDelay - dt if v.burstDelay < 0 then v.burstDelay = 0.5 + math.random(200)/200.0 if v.lastDir == 0 then entity_setState(me, STATE_BURSTLEFTPREP) v.lastDir = 1 else entity_setState(me, STATE_BURSTRIGHTPREP) v.lastDir = 0 end end end if math.abs(getWaterLevel()-v.level) > 50 then entity_setState(me, STATE_INACTIVE) end end end function enterState(me) if entity_isState(me, STATE_IDLE) then if entity_isfh(me) then entity_fh(me) end entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_BURSTLEFTPREP) then entity_clearVel(me) entity_setStateTime(me, entity_animate(me, "burstLeftPrep")) elseif entity_isState(me, STATE_BURSTRIGHTPREP) then entity_clearVel(me) entity_fh(me) entity_setStateTime(me, entity_animate(me, "burstLeftPrep")) elseif entity_isState(me, STATE_BURSTLEFT) or entity_isState(me, STATE_BURSTRIGHT) then entity_setStateTime(me, 4 + math.random(3)) entity_setMaxSpeedLerp(me, 4, 1.0) entity_animate(me, "burstLeft", -1) elseif entity_isState(me, STATE_INACTIVE) then entity_alpha(me, 0, 0.2) elseif entity_isState(me, STATE_DEAD) then entity_sound(me, "MetalExplode", math.random(100)+1100) spawnParticleEffect("SkeeterDie", entity_getPosition(me)) end end function exitState(me) if entity_isState(me, STATE_INACTIVE) then entity_alpha(me, 1, 0.2) elseif entity_isState(me, STATE_BURSTLEFTPREP) then entity_setState(me, STATE_BURSTLEFT) elseif entity_isState(me, STATE_BURSTRIGHTPREP) then entity_setState(me, STATE_BURSTRIGHT) elseif entity_isState(me, STATE_BURSTRIGHT) or entity_isState(me, STATE_BURSTLEFT) then entity_setState(me, STATE_IDLE) end end function damage(me, attacker, bone, damageType, dmg) return true end function animationKey(me, key) if entity_isState(me, STATE_BURSTLEFT) or entity_isState(me, STATE_BURSTRIGHT) then if key == 1 or key == 2 then entity_sound(me, "Splish", math.random(500)+1000) end end end function hitSurface(me) if entity_isState(me, STATE_BURSTRIGHT) or entity_isState(me, STATE_BURSTLEFT) then entity_setState(me, STATE_IDLE) end end function songNote(me, note) end function songNoteDone(me, note) end function song(me, song) end function activate(me) end