-- 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.beam = 0 v.delay = 0 v.bone_eyes = 0 v.cr = 70 function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "AbyssOctopus") --entity_generateCollisionMask(me) entity_setCollideRadius(me, v.cr) entity_setState(me, STATE_IDLE) local angle = 360 if chance(50) then angle = -angle end entity_rotate(me, angle, 10, -1) bone_setSegs(entity_getBoneByName(me, "Tentacles-Front"), 2, 16, 0.6, 0.6, -0.03, 0, 6, 1) bone_setSegs(entity_getBoneByName(me, "Tentacles-Back"), 2, 16, 0.6, 0.6, -0.04, 0, 6, 1) entity_setHealth(me, 12) entity_setDeathScene(me, true) --entity_setDeathParticleEffect(me, "BigRedExplode") entity_setDamageTarget(me, DT_ENEMY_BEAM, false) v.bone_eyes = entity_getBoneByName(me, "Eyes") v.delay = -math.random(2) entity_setUpdateCull(me, 1024) end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) end function update(me, dt) entity_handleShotCollisions(me) --local bone = entity_collideSkeletalVsCircle(me, v.n) entity_updateMovement(me, dt) entity_moveTowardsTarget(me, dt, 100) entity_doEntityAvoidance(me, dt, 128, 1) entity_doCollisionAvoidance(me, dt, 8, 0.5) if entity_isState(me, STATE_IDLE) then if v.beam == 0 then v.delay = v.delay + dt if v.delay > 3 then v.delay = 0 entity_setState(me, STATE_CHARGE1) entity_setUpdateCull(me, 3000) --entity_animate(me, "charge") end else beam_setAngle(v.beam, entity_getRotation(me)-180) beam_setPosition(v.beam, entity_getPosition(me)) v.delay = v.delay + dt if v.delay >= 3 then entity_setUpdateCull(me, 1024) v.delay = 0 beam_delete(v.beam) v.beam = 0 bone_setColor(v.bone_eyes, 1, 1, 1, 1) end end end if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0) then if avatar_isBursting() and entity_setBoneLock(v.n, me) then else local x, y = entity_getVectorToEntity(me, v.n, 800) entity_addVel(v.n, x, y) end end end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_DEATHSCENE) then spawnParticleEffect("BigRedExplode", entity_getPosition(me)) entity_animate(me, "die") if v.beam ~= 0 then beam_delete(v.beam) v.beam = 0 end bone_setColor(v.bone_eyes, 0, 0, 0, 2) entity_rotate(me, entity_getRotation(me), 1) entity_setPosition(me, entity_x(me), entity_y(me)+1024, 4, 0, 0, 1) entity_setWeight(me, 200) entity_setStateTime(me, 2) entity_scale(me, 0.3, 0.6, 4) elseif entity_isState(me, STATE_DEAD) then elseif entity_isState(me, STATE_CHARGE1) then bone_setColor(v.bone_eyes, 1, 0, 0, 1) entity_stopInterpolating(me) --bone_setColor(v.bone_eyes, 1, 0, 0, 1) entity_animate(me, "charge") entity_setStateTime(me, 0.5) entity_sound(me, "EnergyOrbCharge") ---playSfx("EnergyOrbCharge") end end function exitState(me) if entity_isState(me, STATE_CHARGE1) then entity_sound(me, "PowerUp") entity_sound(me, "FizzleBarrier") v.beam = createBeam(0, 0, entity_getRotation(me)-180) beam_setTexture(v.beam, "particles/Beam") entity_setState(me, STATE_IDLE) elseif entity_isState(me, STATE_DEATHSCENE) then entity_scale(me, 0.1, 0.1) spawnParticleEffect("BigRedExplode", entity_getPosition(me)) end end function damage(me, attacker, bone, damageType, dmg) return true 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