-- 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 -- ================================================================================================ -- H U G G Y -- ================================================================================================ -- entity specific local STATE_ATTACHED = 1000 local STATE_FLYOFF = 1001 -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.eyes = 0 v.noteDown = -1 v.attachBone = 0 v.rollTime = 0 v.healDelay = 0 v.healInterval = 0.5 v.healAmount = 1/60.0 -- ================================================================================================ -- F U N C T I O N S -- ================================================================================================ function init(me) v.color = math.random(8)-1 v.angle = randAngle360() v.swimTime = 0.60 + math.random(40)/100 v.swimTimer = v.swimTime * 0.76 v.maxRollTime = math.random(12)/30.0 + 0.45 setupBasicEntity( me, "Huggy/Head", -- texture 2, -- health 2, -- manaballamount 1, -- exp 0, -- money 16, -- collideRadius (only used if hit entities is on) STATE_IDLE, -- initState 64, -- sprite width 64, -- sprite height 0, -- particle "explosion" type, maps to particleEffects.txt -1 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 1500, -- updateCull -1: disabled, default: 4000 1 ) entity_setDeathParticleEffect(me, "TinyGreenExplode") entity_setDropChance(me, 21) entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) -- Stop Li from shooting at huggys! entity_initSkeletal(me, "Huggy") v.eyes = entity_getBoneByName(me, "Eyes") local size = 0.77 + (math.random(15)*0.01) entity_scale(me, size, size) entity_initHair(me, 32*size, 2, 40*size, "Huggy/Tail2") entity_exertHairForce(me, 0, 400, 1) local r,g,b = getNoteColor(v.color) bone_setColor(v.eyes, r, g, b) entity_setState(me, STATE_IDLE) entity_setDamageTarget(me, DT_AVATAR_PET, false) end function update(me, dt) local boost = 315 if entity_getState(me)==STATE_IDLE then if not entity_hasTarget(me) then if v.noteDown == v.color then entity_findTarget(me, 550) end v.swimTimer = v.swimTimer + dt if v.swimTimer > v.swimTime then v.swimTimer = v.swimTimer - v.swimTime v.angle = v.angle + math.random(180) - 90 if v.angle > 355 then v.angle = v.angle - 355 elseif v.angle < 0 then v.angle = v.angle + 355 end entity_moveTowardsAngle(me, v.angle, 1, boost) entity_doEntityAvoidance(me, dt, 64, 0.2) entity_rotateToVel(me, 0.4) end entity_doCollisionAvoidance(me, dt, 6, 0.5) else v.swimTimer = v.swimTimer + dt if v.swimTimer > v.swimTime then entity_moveTowardsTarget(me, 1, boost*4) entity_doEntityAvoidance(me, 1, 64, 0.1) v.swimTimer = v.swimTimer - v.swimTime else entity_moveTowardsTarget(me, dt, boost/3) entity_doEntityAvoidance(me, dt, 64, 0.1) entity_doCollisionAvoidance(me, dt, 4, 0.2) end if entity_isTargetInRange(me, 32) then entity_setState(me, STATE_ATTACHED) elseif entity_isTargetInRange(me, 64) then entity_moveTowardsTarget(me, 1, boost) end entity_rotateToVel(me, 0.2) entity_findTarget(me, 800) end elseif entity_getState(me)==STATE_ATTACHED then v.healDelay = v.healDelay - dt if v.healDelay < 0 then v.healDelay = v.healDelay + v.healInterval spawnParticleEffect("HuggyHeal", entity_x(me), entity_y(me)) entity_heal(getNaija(), v.healAmount) end entity_exertHairForce(me, 0, 4, 1) --tail gravity local flyOff = false if avatar_isRolling() then v.rollTime = v.rollTime + dt if v.rollTime > v.maxRollTime then flyOff = true end end if isForm(FORM_FISH) then flyOff = true end if flyOff then -- attachBone may no longer be valid! entity_setState(me, STATE_FLYOFF, 0.5) else entity_rotate(me, bone_getWorldRotation(v.attachBone)) entity_setPosition(me, bone_getWorldPosition(v.attachBone)) end end if not entity_isState(me, STATE_ATTACHED) then entity_handleShotCollisions(me) entity_doFriction(me, dt, 323) entity_updateCurrents(me, dt) entity_updateMovement(me, dt) entity_rotateToVel(me, 0.2) v.angle = entity_getRotation(me) end entity_setHairHeadPosition(me, entity_x(me), entity_y(me)) entity_updateHair(me, dt) end function songNote(me, note) if getForm()~=FORM_NORMAL then return end v.noteDown = note end function songNoteDone(me, note) v.noteDown = -1 end function enterState(me) if entity_getState(me)==STATE_IDLE then entity_setEntityType(me, ET_ENEMY) esetv(me, EV_LOOKAT,1) entity_animate(me, "idle", LOOP_INF) entity_setMaxSpeed(me, 400) entity_setUpdateCull(me, 1500) elseif entity_getState(me)==STATE_ATTACHED then entity_setEntityType(me, ET_NEUTRAL) esetv(me, EV_LOOKAT,0) entity_setMaxSpeed(me, 0) entity_setUpdateCull(me, -1) entity_animate(me, "attached", LOOP_INF) entity_sound(me, "Leach") v.attachBone = entity_getNearestBoneToPosition(entity_getTarget(me), entity_getPosition(me)) elseif entity_isState(me, STATE_FLYOFF) then entity_setEntityType(me, ET_ENEMY) esetv(me, EV_LOOKAT,1) v.attachBone = 0 v.rollTime = 0 entity_setMaxSpeed(me, 840) entity_addRandomVel(me, 1200) entity_setTarget(me, 0) end end function exitState(me) if entity_getState(me)==STATE_ATTACHED then elseif entity_isState(me, STATE_FLYOFF) then entity_setState(me, STATE_IDLE) end end function hitSurface(me) end function damage(me, attacker, bone, damageType, dmg) if damageType == DT_AVATAR_BITE then entity_setHealth(me, 0) end return true end