-- 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 -- Tromulo -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ v.size = 0 v.size0 = 0.6 --[[ v.size1 = 0.65 v.size2 = 0.7 v.size3 = 0.75 v.size4 = 1.8 v.size5 = 1.85 v.size6 = 1.2 v.size7 = 1.3 v.size8 = 1.4 ]]-- v.spd = 500 v.angle = 0 v.turnSpeed = 3.14 v.dir = 1 v.rotateTimer = 1 v.straightLineTimer = 0 function init(me) setupBasicEntity( me, "Tromulo", -- texture 4, -- health 1, -- manaballamount 1, -- exp 1, -- money 0, -- 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 0, -- 0/1 hit other entities off/on (uses collideRadius) -1 -- updateCull -1: disabled, default: 4000 ) entity_scale(me, v.size0, v.size0) -- 2.5 entity_setSegs(me, 2, 8, 0.8, 0.8, -0.018, 0, 6, 1) entity_setCollideRadius(me, 16) entity_initPart(me, "Tentacles", "Tromulo-Tentacles", 0, 16, 0) entity_partSetSegs(me, "Tentacles", 2, 32, 0.3, 0.3, -0.03, 0, 6, 1) v.angle = math.random(314*2)/100.0 entity_setDeathParticleEffect(me, "Explode") entity_setInternalOffset(me, 0, 8) end local function getRadius(me) return 32 + v.size*9 end function dieNormal(me) if chance(5) then spawnIngredient("SmallTentacle", entity_x(me), entity_y(me)) end end function update(me, dt) dt = dt * 0.75 v.angle = v.angle + v.turnSpeed * dt * v.dir if not entity_hasTarget(me) then entity_findTarget(me, 1200) end if entity_hasTarget(me) then if entity_isTargetInRange(me, 128) then entity_moveTowardsTarget(me, dt, -400) elseif not entity_isTargetInRange(me, 600) then entity_moveTowardsTarget(me, dt, 500) end end if v.rotateTimer > 0 then entity_addVel(me, math.sin(v.angle)*v.spd, math.cos(v.angle)*v.spd) end if v.straightLineTimer > 0 then entity_doFriction(me, dt, 1) end if v.straightLineTimer > 0 then v.straightLineTimer = v.straightLineTimer - dt if v.straightLineTimer < 0 then v.straightLineTimer = 0 v.rotateTimer = 2 end end if v.rotateTimer > 0 then v.rotateTimer = v.rotateTimer - dt if v.rotateTimer < 0 then v.rotateTimer = 0 v.straightLineTimer = 2 end end entity_doCollisionAvoidance(me, dt, 4, 1) entity_doEntityAvoidance(me, dt, 128, 0.5) entity_updateMovement(me, dt) entity_handleShotCollisions(me) entity_touchAvatarDamage(me, getRadius(me), 0.5, 1200) end function hitSurface(me) v.dir = -v.dir end function damage(me, attacker, bone, damageType, dmg) if not entity_isInvincible(me) and (damageType == DT_AVATAR_ENERGYBLAST or damageType == DT_AVATAR_SHOCK) then entity_heal(me, 999) v.size = v.size + dmg if v.size >= 8 then entity_setState(me, STATE_DEAD) end --entity_setCollideRadius(me, getRadius(me)) entity_setCollideRadius(me, entity_getCollideRadius(me)+(8+(v.size*0.5))) local sz = v.size0 + (v.size * 0.2) entity_scale(me, sz, sz, 0.5) end return true end function enterState(me) if entity_isState(me, STATE_DEAD) then --local shotSpd = 500 local maxa = 3.14 * 2 local a = 0 while a < maxa do --entity_fireShot(me, 0, 0, math.sin(a)*shotSpd, math.cos(a)*shotSpd, 0, 500, "BlasterFire") local s = createShot("Tromulo", me) shot_setAimVector(s, math.sin(a), math.cos(a)) a = a + (3.14*2)/16.0 end end end function exitState(me) end