-- 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 -- ================================================================================================ -- JELLY SMALL -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.revertTimer = 0 v.baseSpeed = 150 v.excitedSpeed = 200 v.runSpeed = 600 v.useMaxSpeed = 0 v.pushed = false v.soundDelay = 0 v.sx = 0 v.sy = 0 v.sz = 0.8 v.transition = false v.burstTimer = 0 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ local function doIdleScale(me) entity_scale(me, 0.75*v.sz, 1*v.sz) entity_scale(me, 1*v.sz, 0.75*v.sz, 1.5, -1, 1, 1) end function init(me) setupBasicEntity( me, "EvilJelly", -- texture 7, -- health 2, -- manaballamount 2, -- exp 10, -- money 16, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 128, -- sprite width 128, -- sprite height 1, -- particle "explosion" type, 0 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 4000, -- updateCull -1: disabled, default: 4000 1 ) --entity_setRenderPass(me, 3) entity_setDeathParticleEffect(me, "TinyRedExplode") v.useMaxSpeed = v.baseSpeed entity_setEntityType(me, ET_ENEMY) entity_setState(me, STATE_IDLE) entity_setDropChance(me, 10, 1) entity_initStrands(me, 5, 16, 8, 5, 1, 0.8, 0.8) doIdleScale(me) v.soundDelay = math.random(3) v.sx, v.sy = entity_getScale(me) --entity_setColor(me, 1, 0.5, 0.75) entity_setMaxSpeed(me, v.excitedSpeed) entity_setEatType(me, EAT_FILE, "MiniFood") entity_addIgnoreShotDamageType(me, DT_AVATAR_BITE) entity_addIgnoreShotDamageType(me, DT_AVATAR_VINE) end function songNote(me, note) end function update(me, dt) entity_touchAvatarDamage(me, 16, 1, 1000) v.burstTimer = v.burstTimer + dt if v.burstTimer > 1 then entity_setMaxSpeedLerp(me, 1) entity_setMaxSpeedLerp(me, 6, 0.5, 1, 1) v.burstTimer = 0 end local avoid = false if not avatar_isOnWall() and entity_isNearObstruction(getNaija(), 5) then avoid = true end if entity_isState(me, STATE_IDLE) and not v.transition and not entity_isScaling(me) then entity_scale(me, 0.75*v.sz, 1*v.sz, 0.2) v.transition = true end if v.transition then if not entity_isScaling(me) then doIdleScale(me) v.transition = false end end entity_handleShotCollisions(me) entity_findTarget(me, 1024) if not entity_hasTarget(me) then --entity_doCollisionAvoidance(me, dt, 4, 0.1) end if v.revertTimer > 0 then v.revertTimer = v.revertTimer - dt if v.revertTimer < 0 then v.useMaxSpeed = v.baseSpeed entity_setMaxSpeed(me, v.baseSpeed) end end -- cheap hack if not avatar_isBursting() then entity_doEntityAvoidance(me, dt, 64, 0.8) end if entity_hasTarget(me) and not avoid then if entity_isTargetInRange(me, 1000) then if not entity_isTargetInRange(me, 64) then entity_moveTowardsTarget(me, dt, 1000) end end end entity_doCollisionAvoidance(me, dt, 3, 1.0) entity_doSpellAvoidance(me, dt, 200, 0.8) entity_updateCurrents(me, dt*5) entity_rotateToVel(me, 0.1) entity_updateMovement(me, dt) end function hitSurface(me) end function enterState(me) if entity_isState(me, STATE_IDLE) then v.useMaxSpeed = v.baseSpeed entity_setMaxSpeed(me, v.baseSpeed) entity_animate(me, "idle", LOOP_INF) local x = math.random(2000)-1000 local y = math.random(2000)-1000 entity_addVel(me,x,y) end end function damage(me, attacker, bone, damageType, dmg) if damageType == DT_AVATAR_BITE then entity_setHealth(me, 0) end return true end function exitState(me) end