-- 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 -- ================================================================================================ -- AGGRO HOPPER -- ================================================================================================ -- specific local STATE_JUMP = 1000 local STATE_TRANSITION = 1001 local STATE_JUMPPREP = 1002 -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.moveTimer = 0 v.rotateOffset = 0 v.mouthOpen = 0 v.fireDelay = 2 local STATE_FIREPREP = 1003 local STATE_FIRE = 1004 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ --[[ function land(me) entity_clampToSurface(me) entity_rotateToSurfaceNormal(me, 0.1) end ]]-- function init(me) v.jumpDelay = 0+math.random(3) setupBasicEntity( me, "", -- texture 8, -- health 2, -- manaballamount 2, -- exp 10, -- money 50, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 128, -- sprite width 128, -- sprite height 1, -- particle "explosion" type, 0 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 3000, -- updateCull -1: disabled, default: 4000 1 ) entity_initSkeletal(me, "Toad") entity_setDeathParticleEffect(me, "TinyBlueExplode") --land(me) entity_clampToSurface(me) entity_setState(me, STATE_IDLE) v.mouthOpen = entity_getBoneByName(me, "Head-MouthOpen") bone_alpha(v.mouthOpen, 0) entity_setInternalOffset(me, 0, -20) entity_setEatType(me, EAT_FILE, "BouncyBall") entity_setDropChance(me, 0, 1) esetv(me, EV_WALLOUT, 16) --entity_setBounce(0) end function update(me, dt) if entity_getState(me)==STATE_IDLE then --entity_moveAlongSurface(me, dt, 0.5, 6, 16) --entity_switchSurfaceDirection(me) entity_rotateToSurfaceNormal(me, 0.1) if not(entity_hasTarget(me)) then entity_findTarget(me, 1200) else v.fireDelay = v.fireDelay - dt if v.fireDelay < 0 then v.fireDelay = math.random(2)+0.75 entity_setState(me, STATE_FIREPREP) end if entity_isTargetInRange(me, 600) then v.jumpDelay = v.jumpDelay - dt if entity_getHealth(me) < 3 then v.jumpDelay = v.jumpDelay - dt*2 end if v.jumpDelay < 0 then v.jumpDelay = 3+math.random(2) entity_setState(me, STATE_JUMPPREP) end end end elseif entity_getState(me)==STATE_JUMPPREP then if not entity_isAnimating(me) then entity_setState(me, STATE_JUMP) end elseif entity_getState(me)==STATE_JUMP then entity_updateCurrents(me, dt) entity_updateMovement(me, dt*1.5) elseif not(entity_getState(me)==STATE_TRANSITION) then --entity_updateMovement(me, dt) end entity_handleShotCollisions(me) if entity_hasTarget(me) then entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 500) end end function damage(me, attacker, bone, damageType, dmg) if entity_isState(me, STATE_IDLE) and chance(20) then entity_setState(me, STATE_JUMPPREP) end if damageType == DT_AVATAR_BITE then entity_changeHealth(me, -999) -- -4 end return true end --[[ function hitSurface(me) if entity_getState(me)==STATE_JUMP then entity_clampToSurface(me, 0.1) -- (0.1) entity_moveAlongSurface(me, 0, 1, 6, 24) entity_setState(me, STATE_IDLE) end end ]]-- v.bounces = 0 function hitSurface(me) local cx, cy = getLastCollidePosition() spawnParticleEffect("HitSurface", cx, cy) if entity_getState(me)==STATE_JUMP then --local nx, ny = getWallNormal(cx, cy) --if ny < 0 then if entity_checkSurface(me, 6, STATE_IDLE, -1) then end --[[ if entity_isNearObstruction(me, 4, OBSCHECK_DOWN) then land(me) entity_setState(me, STATE_IDLE) else v.bounces = v.bounces + 1 if v.bounces > 8 then land(me) entity_setState(me, STATE_IDLE) end end ]]-- end end v.weight = 600 function enterState(me) if entity_getState(me)==STATE_IDLE then entity_setWeight(me, 0) entity_animate(me, "idle", LOOP_INF) entity_setMaxSpeed(me, v.weight) entity_clearVel(me) --entity_adjustPositionBySurfaceNormal(me, 16) elseif entity_isState(me, STATE_TRANSITION) then entity_rotateToSurfaceNormal(me, 0.1) entity_setWeight(me, 0) entity_clearVel(me) elseif entity_getState(me)==STATE_JUMPPREP then entity_animate(me, "jumpPrep") elseif entity_getState(me)==STATE_JUMP then v.bounces = 0 entity_setWeight(me, v.weight) entity_animate(me, "jump") v.rotateOffset = 0 --entity_applySurfaceNormalForce(me, 800) local force = 1200 if entity_x(getNaija()) < entity_x(me) then entity_addVel(me, -force, -force*0.75) else entity_addVel(me, force, -force*0.75) end entity_adjustPositionBySurfaceNormal(me, 64) entity_rotate(me, 0, 1) elseif entity_isState(me, STATE_FIREPREP) then entity_animate(me, "idle", LOOP_INF) bone_alpha(v.mouthOpen, 1, 0.1) entity_setStateTime(me, 0.5) elseif entity_isState(me, STATE_FIRE) then local spd = 700 --local homing = 100 --local s = entity_fireAtTarget(me, "", 1, spd, 0, 0, 32) local s = createShot("BouncyBall", me, entity_getTarget(me)) local vx = 0 local vy = 0 if chance(50) then vx, vy = entity_getAimVector(me, -20, 1) else vx, vy = entity_getAimVector(me, 20, 1) end shot_setAimVector(s, vx, vy) shot_setOut(s, 96) --[[ shot_setNice(s, "Shots/BouncyBall", "BouncyBallTrail", "BouncyBallHit") shot_setBounceType(s, BOUNCE_REAL) shot_setVel(s, vx, vy) ]]-- entity_setStateTime(me, 0.5) bone_alpha(v.mouthOpen, 0, 0.1) end end function exitState(me) if entity_getState(me)==STATE_TRANSITION then entity_setState(me, STATE_IDLE) elseif entity_isState(me, STATE_FIREPREP) then entity_setState(me, STATE_FIRE) elseif entity_isState(me, STATE_FIRE) then bone_alpha(v.mouthOpen, 0, 0.2) entity_setState(me, STATE_IDLE) end end