-- 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 -- ================================================================================================ -- SHOCKER -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ local STATE_SHOCKPREP = 1000 local STATE_SHOCK = 1001 v.moveStateTimer = 0 v.moveState = 0 v.shockDelay = 0 v.shockDelayTime = 5 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) setupBasicEntity( me, "", -- texture 10, -- health 2, -- manaballamount 2, -- exp 10, -- money 32, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 256, -- sprite width 256, -- sprite height 1, -- particle "explosion" type, 0 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 4000 -- updateCull -1: disabled, default: 4000 ) entity_initSkeletal(me, "Shocker") entity_setDeathParticleEffect(me, "Explode") --entity_scale(me, 0.5, 0.5) entity_setState(me, STATE_IDLE) entity_setDropChance(me, 75) end function update(me, dt) dt = dt * 0.8 entity_handleShotCollisions(me) entity_touchAvatarDamage(me, 20, 0, 1000) entity_findTarget(me, 900) if not entity_hasTarget(me) then entity_doCollisionAvoidance(me, dt, 4, 0.1) end if entity_hasTarget(me) and entity_isTargetInRange(me, 512) then v.shockDelay = v.shockDelay - dt if v.shockDelay < 0 then v.shockDelay = v.shockDelayTime entity_setState(me, STATE_SHOCKPREP, 2) end end if entity_isState(me, STATE_SHOCKPREP) then entity_offset(me, math.random(5)-2.5, math.random(5)-2.5) end if entity_hasTarget(me) then entity_updateMovement(me, dt) if entity_isTargetInRange(me, 128) then entity_moveTowardsTarget(me, dt, -800) else entity_moveTowardsTarget(me, dt, 1000) end entity_doCollisionAvoidance(me, dt, 8, 1.0) --[[ if v.moveState == 0 then entity_addVel(me, 0*dt, -500*dt) elseif v.moveState == 1 then entity_moveTowardsTarget(me, dt, 500) elseif v.moveState == 2 then entity_addVel(me, 0*dt, 500*dt) elseif v.moveState == 3 then entity_moveTowardsTarget(me, dt, -500) end ]]-- v.moveStateTimer = v.moveStateTimer + dt if v.moveStateTimer > 3 then v.moveStateTimer = 0 v.moveState = v.moveState + 1 if v.moveState > 3 then v.moveState = 0 end end end entity_rotateToVel(me, 0.1) end function hitSurface(me) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_setMaxSpeedLerp(me, 1, 1) entity_setMaxSpeed(me, 500) entity_animate(me, "idle", LOOP_INF) elseif entity_isState(me, STATE_SHOCKPREP) then entity_setMaxSpeedLerp(me, 0.2, 1) elseif entity_isState(me, STATE_SHOCK) then playVisualEffect(VFX_SHOCK, entity_getPosition(me)) end end function exitState(me) if entity_isState(me, STATE_SHOCKPREP) then entity_setState(me, STATE_SHOCK, 0.5) elseif entity_isState(me, STATE_SHOCK) then if entity_isEntityInRange(me, getNaija(), 256) then entity_damage(getNaija(), me, 1) end entity_setState(me, STATE_IDLE) end end