-- 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 -- ================================================================================================ -- TEMPLE STATUE -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ v.bone_head = 0 function init(me) setupBasicEntity( me, "", -- texture 15, -- health 2, -- manaballamount 2, -- exp 1, -- money 32, -- collideRadius (for hitting entities + spells) 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 0 ) entity_setCull(me, false) entity_setEntityType(me, ET_NEUTRAL) entity_initSkeletal(me, "TempleStatue") v.bone_head = entity_getBoneByName(me, "Head") entity_setName(me, "TempleStatue") entity_setState(me, STATE_IDLE) end function update(me, dt) if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_BREAK) then entity_setLookAtPoint(me, bone_getWorldPosition(v.bone_head)) end end function enterState(me) if entity_getState(me)==STATE_IDLE then entity_animate(me, "idle", LOOP_INF) elseif entity_isState(me, STATE_BREAK) then entity_setStateTime(me, entity_animate(me, "break")) elseif entity_isState(me, STATE_BROKEN) then esetv(me, EV_LOOKAT, 0) entity_animate(me, "broken", LOOP_INF) end end function animationKey(me, key) end function exitState(me) if entity_isState(me, STATE_BREAK) then esetv(me, EV_LOOKAT, 0) --entity_setState(me, STATE_BROKEN) end end function hitSurface(me) end