-- 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 -- ================================================================================================ -- M A U L -- ================================================================================================ -- entity specific local STATE_FIRE = 1000 local STATE_PULLBACK = 1001 local STATE_REGROUP = 1002 v.dir = 0 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) setupBasicEntity( me, "Piranha", -- texture 4, -- health 1, -- manaballamount 1, -- exp 1, -- money 16, -- collideRadius 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) 1024, -- updateCull -1: disabled, default: 4000 1 ) --entity_setSegs(me, 8, 2, 0.1, 0.9, 0, -0.03, 8, 0) entity_setDeathParticleEffect(me, "TinyRedExplode") entity_setState(me, STATE_IDLE) entity_scale(me, 0.6, 0.6) entity_setMaxSpeed(me, 300) --entity_rotateOffset(me, 90) entity_setBeautyFlip(me, false) end function update(me, dt) if entity_isState(me, STATE_ATTACK) then entity_moveTowardsTarget(me, dt, 1000) entity_rotateToVel(me, 0.1) entity_flipToVel(me) entity_doCollisionAvoidance(me, dt, 8, 0.4) entity_doEntityAvoidance(me, dt, 16, 0.8) elseif entity_isState(me, STATE_PULLBACK) then entity_moveTowardsTarget(me, dt, -4000) entity_rotateToVel(me, 0.1) entity_flipToVel(me) entity_doCollisionAvoidance(me, dt, 8, 0.4) entity_doEntityAvoidance(me, dt, 32, 0.8) elseif entity_isState(me, STATE_REGROUP) then entity_doEntityAvoidance(me, dt, 32, -2.0) elseif entity_isState(me, STATE_IDLE) then if v.dir == 0 then entity_addVel(me, -1000, 0) else entity_addVel(me, 1000, 0) end entity_rotateToVel(me, 0.1) entity_flipToVel(me) entity_doEntityAvoidance(me, dt, 32, 0.8) end if entity_hasTarget(me) then if not (entity_isState(me, STATE_ATTACK) or entity_isState(me, STATE_PULLBACK)) then entity_setState(me, STATE_ATTACK) else entity_findTarget(me, 600) end else if not entity_isState(me, STATE_IDLE) then entity_setState(me, STATE_IDLE) end entity_findTarget(me, 500) end entity_updateCurrents(me, dt) entity_updateMovement(me, dt) entity_handleShotCollisions(me) if entity_isState(me, STATE_ATTACK) then if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.5, 200) then entity_sound(me, "Bite", 1200+math.random(200)) entity_setState(me, STATE_PULLBACK, 0.9) end end end function enterState(me) if entity_isState(me, STATE_ATTACK) then --entity_disableMotionBlur(me) entity_setMaxSpeedLerp(me, 2.25, 0.5) elseif entity_isState(me, STATE_PULLBACK) then --entity_enableMotionBlur(me) entity_setMaxSpeedLerp(me, 2, 0.5) entity_moveTowardsTarget(me, 1, -500) --entity_setMaxSpeedLerp(me, 2.2, 0.5) elseif entity_isState(me, STATE_IDLE) then --entity_disableMotionBlur(me) entity_setMaxSpeedLerp(me, 0.5) entity_setMaxSpeedLerp(me, 1, 1, -1, 1) entity_rotate(me, 0, 1, 0, 0, 1) end end function exitState(me) if entity_isState(me, STATE_PULLBACK) then entity_setState(me, STATE_ATTACK) elseif entity_isState(me, STATE_REGROUP) then entity_setState(me, STATE_IDLE) end end function hitSurface(me) entity_flipHorizontal(me) if v.dir == 0 then v.dir = 1 elseif v.dir == 1 then v.dir = 0 end end function activate(me) end function damage(me, attacker, bone, damageType, dmg) if damageType == DT_AVATAR_BITE then entity_changeHealth(me, -10) end return true end