-- 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 local STATE_HIDDEN = 1000 local STATE_REVEAL = 1001 local STATE_FIRE = 1002 v.bone_shot = 0 v.bone_body = 0 v.bone_whip = 0 v.fireDelay = 0 v.soundDelay = 0 v.whipDeath = false v.whipHits = 0 function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "Horror") entity_setAllDamageTargets(me, true) entity_generateCollisionMask(me) entity_setState(me, STATE_HIDDEN) entity_setUpdateCull(me, 2000) entity_setCullRadius(me, 1024) v.bone_shot = entity_getBoneByName(me, "Shot") v.bone_body = entity_getBoneByName(me, "Body") v.bone_whip = entity_getBoneByName(me, "Whip") bone_alpha(v.bone_shot, 0) entity_setEntityLayer(me, -2) entity_setHealth(me, 20) entity_setDeathScene(me, true) entity_setDeathParticleEffect(me, "BigRedExplode") entity_setDropChance(me, 50, 1) entity_setEatType(me, EAT_NONE) end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) local flipNode = entity_getNearestNode(me, "FLIP") if flipNode ~= 0 then if node_isEntityIn(flipNode, me) then entity_fh(me) end end end function update(me, dt) entity_handleShotCollisionsSkeletal(me) local bone = entity_collideSkeletalVsCircle(me, v.n) if bone ~= 0 then entity_touchAvatarDamage(me, 0, 1) end local x, y = bone_getWorldPosition(v.bone_body) if entity_isState(me, STATE_HIDDEN) then v.soundDelay = v.soundDelay +dt if v.soundDelay > 1 then entity_sound(me, "Scuttle") v.soundDelay = -math.random(2) end if entity_y(v.n) > y and y < entity_y(me) + 1024 then local spread = 200 if entity_x(v.n) > entity_x(me)-spread and entity_x(v.n) < entity_x(me)+spread then entity_setState(me, STATE_REVEAL) end end end --entity_updateMovement(me, dt) if entity_isState(me, STATE_IDLE) then v.fireDelay = v.fireDelay + dt if v.fireDelay > 1.5 then v.fireDelay = -math.random(2) entity_setState(me, STATE_FIRE) end end entity_clearTargetPoints(me) if not entity_isState(me, STATE_HIDDEN) then entity_addTargetPoint(me, x, y) local x, y = bone_getWorldPosition(v.bone_whip) entity_addTargetPoint(me, x, y) end end function enterState(me) if entity_isState(me, STATE_IDLE) then if entity_getAnimationName(me)=="idle" then else entity_animate(me, "idle", -1) end --entity_setNaijaReaction(me, "") elseif entity_isState(me, STATE_HIDDEN) then entity_animate(me, "hidden", -1) elseif entity_isState(me, STATE_REVEAL) then entity_setStateTime(me, entity_animate(me, "reveal")) entity_setNaijaReaction(me, "shock") entity_flipToEntity(me, v.n) elseif entity_isState(me, STATE_FIRE) then entity_setStateTime(me, entity_animate(me, "fireShots", 0, 1)) elseif entity_isState(me, STATE_DEATHSCENE) then --if v.whipDeath then bone_alpha(v.bone_whip, 0) if chance(50) then entity_animate(me, "die") else entity_animate(me, "die2") end local x, y = entity_getPosition(me) while (isObstructed(x,y) == false) do y = y + 20 end entity_setStateTime(me, entity_setPosition(me, x, y, -1000)) --[[ else entity_setStateTime(me, 0.1) end ]]-- end end function exitState(me) if entity_isState(me, STATE_REVEAL) or entity_isState(me, STATE_FIRE) then entity_setState(me, STATE_IDLE) end end function damage(me, attacker, bone, damageType, dmg) if entity_isState(me, STATE_HIDDEN) then entity_setState(me, STATE_REVEAL) end if bone == v.bone_whip then debugLog("whip hit!") v.whipHits = v.whipHits + 1 if damageType == DT_AVATAR_BITE then v.whipHits = v.whipHits + 2 end bone_damageFlash(bone) --debugLog(string.format("whipHits %d", v.whipHits)) if v.whipHits >= 8 then --debugLog("whipDeath") v.whipDeath = true --entity_adjustHealth(me, -999) entity_setHealth(me, 1) return true end return false end return true end function animationKey(me, key) if entity_isState(me, STATE_FIRE) then if key == 3 or key == 5 or key == 7 then local x, y = bone_getWorldPosition(v.bone_shot) local s = createShot("Horror", me, entity_getTarget(me), x, y) end end --[[ if entity_isState(me, STATE_DEATHSCENE) then if key == 3 or key == 5 or key == 7 then end end ]]-- end function hitSurface(me) end function songNote(me, note) end function songNoteDone(me, note) end function song(me, song) end function activate(me) end