-- 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.glow = 0 v.boneGlow = 0 v.lungeDelay = 0 local STATE_AROUSED = 1001 local STATE_LUNGE = 1002 v.hitDelay = 0 v.lunging = false function init(me) v.glow = createQuad("Naija/LightFormGlow", 13) quad_scale(v.glow, 3, 3, 1) quad_alpha(v.glow, 1) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "AnglerFish") --entity_setAllDamageTargets(me, false) entity_generateCollisionMask(me) v.boneGlow = entity_getBoneByName(me, "Glow") entity_setCullRadius(me, 30000) entity_setState(me, STATE_IDLE) --[[ entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true) entity_setDamageTarget(me, DT_AVATAR_SHOCK, true) entity_setDamageTarget(me, DT_AVATAR_VINE, true) ]]-- entity_setMaxSpeed(me, 600) entity_setEntityLayer(me, 1) entity_setCollideRadius(me, 128) entity_setBounceType(me, BOUNCE_REAL) entity_setBounce(me, 0.5) entity_setDeathScene(me, true) entity_setHealth(me, 32) entity_setDropChance(me, 20, 1) entity_setUpdateCull(me, 3000) entity_setNaijaReaction(me, "shock") --entity_setDeathParticleEffect(me, "BigFishDie") loadSound("AnglerAwake") loadSound("AnglerDie") loadSound("AnglerHit") end function dieNormal(me) if chance(5) then spawnIngredient("GlowingEgg", entity_x(me), entity_y(me)) end end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) end function update(me, dt) if v.hitDelay > 0 then v.hitDelay = v.hitDelay - dt if v.hitDelay < 0 then v.hitDelay = 0 end end if entity_isState(me, STATE_AROUSED) then if entity_isTargetInRange(me, 256) then entity_moveTowardsTarget(me, dt, -1000) else entity_moveTowardsTarget(me, dt, 600) end entity_doCollisionAvoidance(me, dt, 12, 0.5) if not entity_isEntityInRange(me, v.n, 1200) then entity_clearVel(me) entity_setState(me, STATE_IDLE) else v.lungeDelay = v.lungeDelay + dt if v.lungeDelay > 3 then v.lungeDelay = 0 entity_setState(me, STATE_LUNGE) end end end if entity_isState(me, STATE_AROUSED) or entity_isState(me, STATE_LUNGE) then entity_doCollisionAvoidance(me, dt, 4, 1.0) entity_updateMovement(me, dt) end if entity_isState(me, STATE_LUNGE) then if not v.lunging then entity_doFriction(me, dt, 1000) else entity_moveTowardsTarget(me, dt, 500) end --[[ local e = getFirstEntity() while e ~= 0 do if e~=me and not entity_isDead(e) and entity_getEntityType(e) == ET_ENEMY and entity_isDamageTarget(e, DT_AVATAR_BITE) then if entity_isEntityInRange(me, e, 96) then entity_damage(e, me, 2) end end e = getNextEntity() end ]]-- end local gx, gy = bone_getWorldPosition(v.boneGlow) quad_setPosition(v.glow, gx, gy, 0.1) if entity_isState(me, STATE_IDLE) then if entity_isPositionInRange(v.n, gx, gy, 200) then entity_sound(me, "AnglerAwake", 950 + math.random(100)) entity_setState(me, STATE_LUNGE) end end if math.abs(entity_x(me)-entity_x(v.n)) > 300 then entity_flipToEntity(me, v.n) end entity_handleShotCollisionsSkeletal(me) local bone = entity_collideSkeletalVsCircle(me, v.n) if bone ~=0 then if entity_isState(me, STATE_IDLE) then entity_setState(me, STATE_AROUSED) end if avatar_isTouchHit() then entity_damage(v.n, me, 1) end entity_pushTarget(me, 500) end end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) if v.glow ~= 0 then quad_scale(v.glow, 3, 3, 1) quad_alpha(v.glow, 1) end elseif entity_isState(me, STATE_AROUSED) then entity_setDamageTarget(me, DT_AVATAR_LIZAP, true) entity_animate(me, "aroused", -1) quad_scale(v.glow, 9, 9, 0.8) elseif entity_isState(me, STATE_LUNGE) then entity_setDamageTarget(me, DT_AVATAR_LIZAP, true) v.lunging = false quad_scale(v.glow, 6, 6, 0.8) entity_sound(me, "AnglerAwake", 1000 + math.random(100)) entity_setStateTime(me, entity_animate(me, "lunge")) --entity_rotateToEntity(me, v.n) elseif entity_isState(me, STATE_DEATHSCENE) then shakeCamera(2, 2) playSfx("AnglerDie") spawnParticleEffect("BigFishDie", entity_getPosition(me)) entity_setStateTime(me, entity_animate(me, "die")-0.1) elseif entity_isState(me, STATE_DEAD) then spawnParticleEffect("BigFishDie", entity_getPosition(me)) spawnParticleEffect("TinyRedExplode", entity_getPosition(me)) quad_delete(v.glow, 3) end end function exitState(me) if entity_isState(me, STATE_LUNGE) then entity_setMaxSpeedLerp(me, 0.5) entity_setMaxSpeedLerp(me, 1, 1) entity_setState(me, STATE_AROUSED) end end function damage(me, attacker, bone, damageType, dmg) if entity_isState(me, STATE_IDLE) then entity_setState(me, STATE_AROUSED, -1, 1) end if entity_isState(me, STATE_AROUSED) then v.lungeDelay = v.lungeDelay - 0.1 end --entity_sound(me, "AnglerHit", 1000 + math.random(100)) return true end function animationKey(me, key) if entity_isState(me, STATE_LUNGE) then if key == 2 then v.lunging = true entity_setMaxSpeedLerp(me, 2.0) entity_setMaxSpeedLerp(me, 1, 2) entity_moveTowardsTarget(me, 1, 8000) entity_flipToEntity(me, v.n) --[[ if entity_isfh(me) then entity_rotateToVel(me, 0.1, -90) else entity_rotateToVel(me, 0.1, 90) end ]]-- elseif key == 3 then entity_sound(me, "Bite", 400 + math.random(100)) entity_moveTowardsTarget(me, 1, 8000) end end end function hitSurface(me) if entity_isState(me, STATE_LUNGE) then if v.hitDelay == 0 then entity_sound(me, "BigRockHit", 900+math.random(200)) local cx, cy = getLastCollidePosition() spawnParticleEffect("Dirt", cx, cy) shakeCamera(5, 0.5) v.hitDelay = 0.8 end end end function songNote(me, note) end function songNoteDone(me, note) end function song(me, song) end function activate(me) end