-- 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 -- ================================================================================================ -- K I N G C R A B -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.fireDelay = 3 v.moveTimer = 0 local STATE_FIRING = 1001 local STATE_CLAW = 1002 v.leftArm = 0 v.claw = 0 v.cannon = 0 v.n = 0 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) setupBasicEntity(me, "", -- texture 12, -- health 2, -- manaballamount 2, -- exp 1, -- money 32, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 256, -- sprite width 256, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 1, -- 0/1 hit other entities off/on (uses collideRadius) 2500 -- updateCull -1: disabled, default: 4000 ) entity_initSkeletal(me, "ClockworkCrab") entity_setDeathParticleEffect(me, "TinyRedExplode") entity_clampToSurface(me) v.cannon = entity_getBoneByName(me, "Cannon") v.leftArm = entity_getBoneByName(me, "LeftArm") v.claw = entity_getBoneByName(me, "Claw") entity_setState(me, STATE_IDLE) v.n = getNaija() entity_setCullRadius(me, 1024) entity_setDamageTarget(me, DT_AVATAR_BITE, false) end function postInit(me) v.n = getNaija() end function animationKey(me, key) if entity_isState(me, STATE_FIRING) and key == 1 then local x, y = bone_getWorldPosition(v.cannon) local nx, ny = getWallNormal(entity_getPosition(me)) if entity_hasTarget(me) then createShot("ClockworkCrab", me, entity_getTarget(me), x, y) end end end function update(me, dt) if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 1000) then end entity_handleShotCollisions(me) if entity_isState(me, STATE_IDLE) then entity_moveAlongSurface(me, dt, 200, 6, 10) entity_rotateToSurfaceNormal(me, 0.1) v.moveTimer = v.moveTimer + dt if v.moveTimer > 30 then entity_switchSurfaceDirection(me) v.moveTimer = 0 end elseif entity_isState(me, STATE_CLAW) then local x1,y1 = bone_getWorldPosition(v.leftArm) local x2,y2 = bone_getWorldPosition(v.claw) if entity_collideCircleVsLine(v.n, x1, y1, x2, y2, 8) then entity_damage(v.n, me, 1) end end if not(entity_hasTarget(me)) then entity_findTarget(me, 1200) else if entity_isState(me, STATE_IDLE) then if v.fireDelay > 0 then v.fireDelay = v.fireDelay - dt if v.fireDelay < 0 then -- dmg, mxspd, homing, numsegs, out --entity_fireAtTarget(me, "BlasterFire", 1, 400, 200, 3, 64) --local s = createShot("ClockworkCrab", me, entity_getTarget(me), bone_getPosition(cannon)) v.fireDelay = 4 if chance(50) then entity_setState(me, STATE_FIRING) else entity_setState(me, STATE_CLAW) end end end end end if isObstructed(entity_x(me), entity_y(me)) then entity_adjustPositionBySurfaceNormal(me, 1) end end function enterState(me) if entity_getState(me)==STATE_IDLE then entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_FIRING) then entity_setStateTime(me, entity_animate(me, "firing", 10)) elseif entity_isState(me, STATE_CLAW) then entity_setStateTime(me, entity_animate(me, "claw")) elseif entity_isState(me, STATE_DEAD) then entity_sound(me, "MetalExplode", math.random(100)+750) spawnParticleEffect("ClockworkCrabDie", entity_getPosition(me)) end end function exitState(me) if entity_isState(me, STATE_FIRING) or entity_isState(me, STATE_CLAW) then entity_setState(me, STATE_IDLE) end end function hitSurface() end function damage(me, attacker, bone, damageType, dmg) return true end