-- 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.targetBone = 0 v.ventBone = 0 local STATE_OPT = 1001 function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "ThermalVent") entity_setEntityLayer(me, -2) entity_setAllDamageTargets(me, false) entity_generateCollisionMask(me) v.targetBone = entity_getBoneByName(me, "Target") v.ventBone = entity_getBoneByName(me, "Vent") bone_alpha(v.targetBone) bone_alpha(v.ventBone) entity_setState(me, STATE_IDLE) entity_setUpdateCull(me, 1100) end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) end function update(me, dt) --[[ entity_handleShotCollisionsSkeletal(me) ]]-- local e = getFirstEntity() while e ~= 0 do if e ~= me and eisv(e, EV_CRAWLING, 0) and entity_getName(e) ~= "thermalvent" then local x, y = bone_getWorldPosition(v.targetBone) local x2, y2 = bone_getWorldPosition(v.ventBone) if entity_collideCircleVsLine(e, x, y, x2, y2, 64) then entity_addVel(e, 0, -2000*dt) end if entity_collideCircleVsLine(e, x, y, x2, y2, 16) then y = entity_vely(e) entity_clearVel(e) if entity_x(v.n) < entity_x(me) then entity_addVel(e, -100, y) else entity_addVel(e, 100, y) end end end e = getNextEntity() end local bone = entity_collideSkeletalVsCircle(me, v.n) if bone ~= 0 then entity_touchAvatarDamage(me, 0, 0, 400, 0) end --[[ if entity_isEntityInRange(me, v.n, 1000) then entity_setState(me, STATE_IDLE) entity_animate(me, "idle", -1) else entity_animate(me, "opt", -1) end ]]-- entity_updateMovement(me, dt) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_OPT) then entity_animate(me, "opt", -1) end end function exitState(me) 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