-- 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 -- ================================================================================================ -- SONG STALK -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.glow = 0 v.activeTimer = 0 v.bulb = 0 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) setupBasicEntity( me, "", -- texture 3, -- 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 0 ) entity_setEntityType(me, ET_NEUTRAL) entity_initSkeletal(me, "SongStalk") v.glow = entity_getBoneByName(me, "Glow") v.bulb = entity_getBoneByName(me, "Bulb") entity_setState(me, STATE_IDLE) entity_setCull(me, false) end function songNote(me, note) if entity_isState(me, STATE_IDLE) then entity_setState(me, STATE_ACTIVE) end v.activeTimer = 3.5 local transTime = 0.5 local r,g,b = getNoteColor(note) bone_setColor(v.glow, r,g,b, transTime) end function update(me, dt) if entity_isState(me, STATE_ACTIVE) then if v.activeTimer > 0 then v.activeTimer = v.activeTimer - dt if v.activeTimer <= 0 then entity_setState(me, STATE_IDLE) end end end end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle") if v.glow ~= 0 then bone_setSegs(v.bulb, 2, 8, 0.8, 0.1, -0.018, 0, 6, 1) bone_setColor(v.glow, 1, 1, 1, 1) end elseif entity_isState(me, STATE_ACTIVE) then bone_setSegs(v.bulb, 2, 8, 0.8, 0.1, -0.018, 0, 20, 1) --entity_animate(me, "wave", LOOP_INF) end end function damage(me, attacker, bone, damageType, dmg) return false end function exitState(me) end