-- 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 -- ================================================================================================ -- S P O O K F I S H (pre-alpha) -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.segsOn = true v.angle = 0 v.boostLen = 0 v.boostDir = 0 -- ================================================================================================ -- M Y F U N C T I O N S -- ================================================================================================ local function setSpookSegsOn(me) bone_setSegs(v.body, 8, 2, 0.12, 0.42, 0, -0.03, 8, 0) bone_setSegs(v.glow01, 8, 2, 0.12, 0.42, 0, -0.03, 8, 0) bone_setSegs(v.glow02, 8, 2, 0.12, 0.42, 0, -0.03, 8, 0) end local function setSpookSegsOff(me) bone_setSegs(v.body, 8, 2, 0.23, 0.69, 0, -0.03, 8, 0) bone_setSegs(v.glow01, 8, 2, 0.23, 0.69, 0, -0.03, 8, 0) bone_setSegs(v.glow02, 8, 2, 0.23, 0.69, 0, -0.03, 8, 0) --bone_setSegs(v.body) --bone_setSegs(v.glow01) --bone_setSegs(v.glow02) end -- ================================================================================================ -- F U N C T I O N S -- ================================================================================================ function init(me) v.swimTimer = 0.64 + (math.random(64) * 0.01) v.boostTimer = 4.56 + (math.random(640) * 0.01) setupBasicEntity(me, "Spookfish/Body", -- texture 2, -- health 1, -- manaballamount 1, -- exp 1, -- money 64, -- 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 1, -- 0/1 hit other entities off/on (uses collideRadius) 4000, -- updateCull -1: disabled, default: 4000 1 ) entity_setAllDamageTargets(me, false) entity_setDeathParticleEffect(me, "TinyGreenExplode") entity_initSkeletal(me, "Spookfish") v.body = entity_getBoneByName(me, "Body") v.glow01 = entity_getBoneByName(me, "Glow01") v.glow02 = entity_getBoneByName(me, "Glow02") end function postInit(me) v.angle = randAngle360() entity_rotateTo(me, v.angle) entity_moveTowardsAngle(me, v.angle, 1, 101) entity_setState(me, STATE_IDLE) bone_scale(v.glow02, 1.31, 2.5, 3.4, -1, 1, 1) bone_alpha(v.glow01, 0.12, 1.23, -1, 1, 1) bone_alpha(v.body, 0.23, 4.2, -1, 1, 1) setSpookSegsOn(me) v.segsOn = true end function update(me, dt) v.angle = entity_getRotation(me) if entity_getState(me) == STATE_IDLE then -- BOOST FORWARD RANDOMLY v.boostTimer = v.boostTimer - dt if v.boostTimer <= 0 then v.boostTimer = 4.56 + (math.random(640) * 0.01) v.angle = v.angle + math.random(46) - 23 if v.angle > 360 then v.angle = v.angle - 360 elseif v.angle < 0 then v.angle = v.angle + 360 end if v.segsOn == true then setSpookSegsOff(me) v.segsOn = false end v.boostLen = 1.4 if chance(50) then v.boostDir = -1 else v.boostDir = 1 end entity_setMaxSpeedLerp(me, 4.2) entity_setMaxSpeedLerp(me, 1, v.boostLen) entity_moveTowardsAngle(me, v.angle, 1, 1234) end -- Curve with boost v.boostLen = v.boostLen - dt if v.boostLen <= 0 then v.boostLen = 0 if v.segsOn == false then setSpookSegsOn(me) v.segsOn = true end else v.angle = v.angle + (40 * v.boostDir) if v.angle > 360 then v.angle = v.angle - 360 elseif v.angle < 0 then v.angle = v.angle + 360 end entity_rotateTo(me, v.angle, 0.1) entity_moveTowardsAngle(me, v.angle, 1, 98) end -- CHANGE SWIM DIRECTION SLIGHTLY v.swimTimer = v.swimTimer - dt if v.swimTimer <= 0 then v.swimTimer = 0.64 + math.random(64)/100 v.angle = v.angle + math.random(90) - 45 if v.angle > 360 then v.angle = v.angle - 360 elseif v.angle < 0 then v.angle = v.angle + 360 end entity_moveTowardsAngle(me, v.angle, 1, 87) entity_doEntityAvoidance(me, dt, 64, 0.21) end entity_moveTowardsAngle(me, v.angle, dt, 124) entity_doEntityAvoidance(me, dt, 128, 0.08) entity_doCollisionAvoidance(me, dt, 12, 0.36) end -- FLIP local flipThresh = 32 if entity_isfh(me) and entity_velx(me) < -flipThresh then entity_fh(me) elseif not entity_isfh(me) and entity_velx(me) > flipThresh then entity_fh(me) end entity_handleShotCollisions(me) entity_doFriction(me, dt, 123) entity_updateCurrents(me, dt) entity_rotateToVel(me, 0.8) entity_updateMovement(me, dt) entity_touchAvatarDamage(me, 64, 0, 321) end function enterState(me) if entity_getState(me) == STATE_IDLE then entity_animate(me, "idle", LOOP_INF) entity_setMaxSpeed(me, 123) end end function exitState(me) end function hitSurface(me) v.boostLen = 0 entity_doCollisionAvoidance(me, 1, 4, 2.34) end