-- 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.head = 0 v.tback = 0 v.tfront = 0 local STATE_APPEAR = 1000 local STATE_HIDDEN = 1001 local STATE_HIDE = 1002 v.inout = 0 v.dir = 1 v.spawn = false function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "camopus") entity_setAllDamageTargets(me, false) v.head = entity_getBoneByName(me, "head") v.tfront = entity_getBoneByName(me, "tfront") v.tback = entity_getBoneByName(me, "tback") bone_setSegs(v.head, 2, 8, 0.8, 0.8, -0.018, 0, 6, 1) bone_setSegs(v.tfront, 2, 8, 0.8, 0.8, -0.018, 0, 6, 1) bone_setSegs(v.tback, 2, 8, -0.8, -0.8, -0.018, 0, 6, 1) entity_setCollideRadius(me, 32) entity_animate(me, "idle", -1) entity_setState(me, STATE_HIDDEN) entity_setUpdateCull(me, 3000) entity_setMaxSpeed(me, 800) entity_setHealth(me, 20) entity_setEatType(me, EAT_FILE, "Ink") entity_setDeathParticleEffect(me, "explode") entity_setCullRadius(me, 300) loadSound("camopus-roar") end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) end function update(me, dt) if entity_isState(me, STATE_HIDDEN) and not isForm(FORM_FISH) then if entity_isEntityInRange(me, v.n, 180) then entity_setState(me, STATE_APPEAR) end end if entity_isState(me, STATE_IDLE) then v.inout = v.inout + dt*v.dir if not v.spawn and v.inout > 0.2 then spawnParticleEffect("bubble-release", entity_x(me), entity_y(me)) v.spawn = true end if v.inout > 1 then v.dir = -1 v.inout = 1 spawnParticleEffect("bubble-release", entity_x(me), entity_y(me)) elseif v.inout < 0 then v.dir = 1 v.inout = 0 v.spawn = false if entity_isEntityInRange(me, v.n, 1000) then local s = createShot("camopus-ink", me, v.n, entity_x(me), entity_y(me)) shot_setAimVector(s, entity_x(v.n) - entity_x(me), entity_y(v.n) - entity_y(me)) end end bone_scale(v.tfront, 0.2*(1-v.inout)+0.8, 0.9 + v.inout*0.1) bone_scale(v.tback, 0.2*v.inout+0.8, 1) bone_scale(v.head, 0.9 + 0.1 * (1-v.inout), 0.2*v.inout + 0.8) entity_setMaxSpeedLerp(me, v.inout*2 + 0.4) entity_moveTowardsTarget(me, dt, -400) entity_doCollisionAvoidance(me, dt, 10, 0.2) entity_doEntityAvoidance(me, dt, 64, 0.1) if not entity_isEntityInRange(me, v.n, 1224) then entity_setState(me, STATE_HIDE) end entity_rotateToVel(me, 0.4) end entity_updateMovement(me, dt) entity_handleShotCollisions(me) entity_touchAvatarDamage(me, 48, 0, 500) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_moveTowardsTarget(me, 1, -800) entity_setAllDamageTargets(me, true) entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_APPEAR) then spawnParticleEffect("bubble-release", entity_x(me), entity_y(me)) playSfx("camopus-roar") entity_setStateTime(me, 0.3) entity_alpha(me, 1, 0.5) elseif entity_isState(me, STATE_HIDDEN) then entity_setAllDamageTargets(me, false) entity_alpha(me, 0.05) elseif entity_isState(me, STATE_HIDE) then entity_clearVel(me) entity_rotate(me, 0, 1, 0, 0, 1) entity_alpha(me, 0.05, 3) entity_setStateTime(me, 3) bone_scale(v.head, 1, 1, 1) bone_scale(v.tfront, 1, 1, 1) bone_scale(v.tback, 1, 1, 1) end end function exitState(me) if entity_isState(me, STATE_APPEAR) then emote(EMOTE_NAIJAUGH) entity_setState(me, STATE_IDLE, -1) elseif entity_isState(me, STATE_HIDE) then entity_setState(me, STATE_HIDDEN) end end function damage(me, attacker, bone, damageType, dmg) if entity_isState(me, STATE_HIDDEN) then v.inout = 0.5 v.dir = -1 entity_setState(me, STATE_APPEAR) end if entity_isState(me, STATE_IDLE) then return true end return false 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 function dieNormal(me) playSfx("camopus-roar") cam_toEntity(me) entity_idle(v.n) watch(0.5) shakeCamera(2, 3) spawnIngredient("RubberyMeat", entity_x(me), entity_y(me)) spawnIngredient("RubberyMeat", entity_x(me), entity_y(me)) spawnIngredient("RubberyMeat", entity_x(me), entity_y(me)) spawnIngredient("RubberyMeat", entity_x(me), entity_y(me)) if chance(90) then spawnIngredient("SmallTentacle", entity_x(me), entity_y(me)) end watch(1) cam_toEntity(v.n) end