-- 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.small = 32 v.big = 90 function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "PufferFish") --entity_setAllDamageTargets(me, false) --entity_generateCollisionMask(me) entity_setState(me, STATE_IDLE) entity_setBounceType(me, BOUNCE_REAL) entity_setDamageTarget(me, DT_AVATAR_BITE, false) entity_setCullRadius(me, 300) entity_setHealth(me, 12) entity_setDeathParticleEffect(me, "TinyRedExplode") end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) local x, y = entity_getNormal(me) local sw = y y = -x x = sw entity_addVel(me, x*500, y*500) end local function rotflip(me) if entity_isfh(me) then entity_rotateToVel(me, 0, -90) else entity_rotateToVel(me, 0, 90) end entity_flipToVel(me) end function update(me, dt) if entity_isState(me, STATE_IDLE) then if entity_isEntityInRange(me, v.n, v.big*2) then entity_setState(me, STATE_OPEN) end entity_doCollisionAvoidance(me, dt, 8, 0.1) entity_doEntityAvoidance(me, dt, 32, 1) rotflip(me) end if entity_isState(me, STATE_OPENED) then if not entity_isEntityInRange(me, v.n, v.big+400) then entity_setState(me, STATE_CLOSE) end if not entity_isBeingPulled(me) then rotflip(me) end local e = getFirstEntity() while e ~= 0 do if e ~= me and entity_getEntityType(e) == ET_ENEMY then if entity_isEntityInRange(me, e, v.big + entity_getCollideRadius(e)) then entity_damage(e, me, dt*10, DT_CRUSH) end end e = getNextEntity() end end entity_updateMovement(me, dt) entity_handleShotCollisions(me) if not entity_isBeingPulled(me) then entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 500) end end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_setProperty(me, EP_MOVABLE, false) entity_animate(me, "idle", -1) entity_setCollideRadius(me, v.small) entity_setMaxSpeed(me, 100) elseif entity_isState(me, STATE_OPEN) then entity_setStateTime(me, entity_animate(me, "grow")) elseif entity_isState(me, STATE_CLOSE) then entity_setStateTime(me, entity_animate(me, "shrink")) elseif entity_isState(me, STATE_OPENED) then entity_clearVel(me) entity_setProperty(me, EP_MOVABLE, true) entity_setCollideRadius(me, v.big) entity_animate(me, "idleBig", -1) end end function exitState(me) if entity_isState(me, STATE_OPEN) then entity_setState(me, STATE_OPENED) elseif entity_isState(me, STATE_CLOSE) then entity_setState(me, STATE_IDLE) 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