-- 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 -- ================================================================================================ -- M U T I L E Y E (alpha) -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.orient = ORIENT_LEFT v.orientTimer = 0 v.node_mist = 0 v.eMate = 0 v.matingTimer = 0 v.mateCheckDelay = 4 -- ================================================================================================ -- F U N C T I O N S -- ================================================================================================ function init(me) v.swimTimer = 0.28 + (math.random(34) * 0.01) setupBasicEntity(me, "Mutileye/Head", -- texture 4 + math.random(4), -- health 1, -- manaballamount 1, -- exp 1, -- money 28, -- collideRadius (only used if hit entities is on) STATE_IDLE, -- initState 128, -- sprite width 128, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 1, -- 0/1 hit other entities off/on (uses collideRadius) 4000, -- updateCull -1: disabled, default: 4000 1 ) entity_setDeathParticleEffect(me, "TinyGreenExplode") entity_initSkeletal(me, "Mutileye") v.head = entity_getBoneByName(me, "Head") v.tail01 = entity_getBoneByName(me, "Tail01") v.tail02 = entity_getBoneByName(me, "Tail02") v.tail03 = entity_getBoneByName(me, "Tail03") v.tail04 = entity_getBoneByName(me, "Tail04") -- SEGMENT TAIL bone_setSegmentChainHead(v.head, true) bone_setSegmentProps(v.head, 30, 30, true) bone_addSegment(v.head, v.tail04) bone_rotateOffset(v.tail04, -180) bone_addSegment(v.head, v.tail03) bone_rotateOffset(v.tail03, -180) bone_addSegment(v.head, v.tail02) bone_rotateOffset(v.tail02, -180) bone_addSegment(v.head, v.tail01) bone_rotateOffset(v.tail01, -180) --entity_scale(me, 0.42 + (math.random(21) * 0.01), 0.42 + (math.random(21) * 0.01)) -- Segment tail doesn't scale yet entity_scale(me, 0.8, 0.8) entity_setMaxSpeed(me, 567) entity_setEatType(me, EAT_FILE, "SmallFood") end function postInit(me) entity_setState(me, STATE_IDLE) end function update(me, dt) local amt = 321 + math.random(234) if not entity_hasTarget(me) then entity_findTarget(me, 690) v.swimTimer = v.swimTimer - dt if v.swimTimer <= 0 then v.swimTimer = 0.64 if v.orient == ORIENT_LEFT then entity_addVel(me, -amt, 0) v.orient = ORIENT_UP elseif v.orient == ORIENT_UP then entity_addVel(me, 0, -amt) v.orient = ORIENT_RIGHT elseif v.orient == ORIENT_RIGHT then entity_addVel(me, amt, 0) v.orient = ORIENT_DOWN elseif v.orient == ORIENT_DOWN then entity_addVel(me, 0, amt) v.orient = ORIENT_LEFT end entity_rotateToVel(me, 0.2) v.orientTimer = v.orientTimer + dt entity_doEntityAvoidance(me, 1, 256, 0.2) end entity_doCollisionAvoidance(me, dt, 6, 0.5) else v.swimTimer = v.swimTimer - dt if v.swimTimer <= 0 then v.swimTimer = 0.28 + (math.random(54) * 0.01) entity_moveTowardsTarget(me, 1, amt) if not entity_isNearObstruction(getNaija(), 8) then entity_doCollisionAvoidance(me, 1, 6, 0.5) end entity_doEntityAvoidance(me, 1, 256, 0.2) entity_rotateToVel(me, 0.2) else entity_moveTowardsTarget(me, dt, 123) entity_doEntityAvoidance(me, dt, 64, 0.12) entity_doCollisionAvoidance(me, dt, 8, 0.48) end entity_findTarget(me, 1111) end entity_doFriction(me, dt, 600) entity_updateCurrents(me, dt) entity_updateMovement(me, dt) entity_handleShotCollisions(me) entity_touchAvatarDamage(me, 23, 1, 1234) end function enterState(me) if entity_getState(me) == STATE_IDLE then entity_animate(me, "idle", LOOP_INF) v.mateCheckDelay = 3 v.matingTimer = 0 entity_setMaxSpeed(me, 400) end end function exitState(me) end function hitSurface(me) v.orient = v.orient + 1 end function dieNormal(me) end