-- 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 -- ================================================================================================ -- A R M A P I L L A R (beta) -- ================================================================================================ -- ================================================================================================ -- S T A T E S -- ================================================================================================ local STATE_HIDE = 1001 local STATE_STAND = 1002 local STATE_CRAWL = 1003 --local STATE_OPEN = 1004 local STATE_CHARGE = 1005 --local STATE_CLOSE = 1006 local STATE_SIT = 1007 -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.chargeTime = 0 v.chT = 2.4 --v.chT = 0.2 v.shotCount = 0 v.moveTimer = 0 v.mT = 0.5 -- 3.2 v.moves = 1 v.fireBit = 0 -- ================================================================================================ -- F U N C T I O N S -- ================================================================================================ function init(me) setupBasicEntity( me, "Armapillar/Body", -- texture 24, -- health 1, -- manaballamount 0, -- exp 0, -- money 32, -- collideRadius (for hitting entities + spells) STATE_HIDE, -- initState 256, -- sprite width 128, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 1, -- 0/1 hit other entities off/on (uses collideRadius) 2000 -- updateCull -1: disabled, default: 4000 ) entity_setDeathParticleEffect(me, "Explode") entity_setDropChance(me, 36) entity_initSkeletal(me, "Armapillar") v.eye = entity_getBoneByName(me, "Eye") v.body = entity_getBoneByName(me, "Body") entity_setEntityType(me, ET_ENEMY) --entity_generateCollisionMask(me) entity_setCollideRadius(me, 54) esetv(me, EV_WALLOUT, 1) esetvf(me, EV_CLAMPTRANSF, 0.2) entity_clampToSurface(me) entity_scale(me, 0.76, 0.76) bone_scale(v.body, 0.2, 0.2) entity_setState(me, STATE_HIDE) entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) end function postInit(me) -- RANDOMLY FLIP HORIZONTALLY if chance(50) then entity_fh(me) entity_switchSurfaceDirection(me) end end function update(me, dt) entity_findTarget(me, 678) -- Active range if entity_getState(me) == STATE_HIDE then entity_clearTargetPoints(me) if entity_hasTarget(me) then entity_setState(me, STATE_STAND) end else entity_clearTargetPoints(me) local eyeX, eyeY = bone_getWorldPosition(v.eye) entity_addTargetPoint(me, eyeX, eyeY) end if entity_getState(me) == STATE_CRAWL then entity_findTarget(me, 1337) if entity_hasTarget(me) then if eisv(me, EV_CLAMPING, 0) then entity_moveAlongSurface(me, dt, 34) if v.moveTimer > 0 then v.moveTimer = v.moveTimer - dt else --if chance(24) then v.moves = v.moves - 1 if v.moves <= 0 then entity_setState(me, STATE_OPEN) v.moves = 1 entity_switchSurfaceDirection(me) else --else entity_switchSurfaceDirection(me) end --end v.moveTimer = v.mT + (math.random(432) * 0.01) end end else entity_setState(me, STATE_SIT) end elseif entity_getState(me) == STATE_CHARGE then if v.chargeTime > 0 then v.chargeTime = v.chargeTime - dt end local pupx, pupy = bone_getWorldPosition(v.eye) local nx, ny = entity_getNormal(me) nx, ny = vector_setLength(nx, ny, 34) v.fireBit = v.fireBit - dt if v.fireBit < 0 then v.fireBit = 0.2 spawnParticleEffect("ArmaShot", pupx, pupy) local s = createShot("ArmaShot", me, getNaija(), entity_x(me) + nx, entity_y(me) + ny) shot_setAimVector(s, nx, ny) v.shotCount = v.shotCount + 1 if v.shotCount > 16 then v.chargeTime = 0 v.shotCount = 0 entity_setState(me, STATE_CLOSE) end end --[[ if v.chargeTime <= (v.chT * 0.60) and v.shotCount == 0 then spawnParticleEffect("ArmaShot", pupx, pupy) local s = createShot("ArmaShot", me, 0, entity_x(me) + nx, entity_y(me) + ny) v.shotCount = v.shotCount + 1 elseif v.chargeTime <= (v.chT * 0.50) and v.shotCount == 1 then spawnParticleEffect("ArmaShot", pupx, pupy) local s = createShot("ArmaShot", me, 0, entity_x(me) + nx, entity_y(me) + ny) v.shotCount = v.shotCount + 1 elseif v.chargeTime <= (v.chT * 0.40) and v.shotCount == 2 then spawnParticleEffect("ArmaShot", pupx, pupy) local s = createShot("ArmaShot", me, 0, entity_x(me) + nx, entity_y(me) + ny) v.shotCount = v.shotCount + 1 elseif v.chargeTime <= (v.chT * 0.30) and v.shotCount == 3 then spawnParticleEffect("ArmaShot", pupx, pupy) local s = createShot("ArmaShot", me, 0, entity_x(me) + nx, entity_y(me) + ny) v.shotCount = v.shotCount + 1 elseif v.chargeTime <= 0 and v.shotCount == 4 then v.chargeTime = 0 v.shotCount = 0 entity_setState(me, STATE_CLOSE) end ]]-- end -- UPDATE STUFFS entity_rotateToSurfaceNormal(me, 0.34) --entity_handleShotCollisionsSkeletal(me) entity_handleShotCollisions(me) entity_touchAvatarDamage(me, 54, 0.5, 64) end function enterState(me) if entity_getState(me) == STATE_HIDE then entity_animate(me, "hide", LOOP_INF) bone_scale(v.body, 0.2, 0.2, 0.48) bone_setSegs(v.body) entity_setAllDamageTargets(me, false) elseif entity_getState(me) == STATE_STAND then entity_setStateTime(me, entity_animate(me, "stand")) bone_scale(v.body, 1, 1, 0.48) entity_setAllDamageTargets(me, true) entity_setDamageTarget(me, DT_ENEMY_ENERGYBLAST, false) elseif entity_getState(me) == STATE_CRAWL then entity_animate(me, "crawl", LOOP_INF) bone_setSegs(v.body, 4, 4, 0.6, 0.6, -0.022, 0, 4.8, 1) v.moveTimer = v.mT + (math.random(432) * 0.01) entity_setDamageTarget(me, DT_AVATAR_PET, false) elseif entity_getState(me) == STATE_OPEN then entity_setStateTime(me, entity_animate(me, "open")) bone_setSegs(v.body) elseif entity_getState(me) == STATE_CHARGE then entity_animate(me, "charge", LOOP_INF) v.chargeTime = v.chT v.shotCount = 0 entity_setDamageTarget(me, DT_AVATAR_PET, true) elseif entity_getState(me) == STATE_CLOSE then entity_setStateTime(me, entity_animate(me, "close")) entity_setDamageTarget(me, DT_AVATAR_PET, false) elseif entity_getState(me) == STATE_SIT then entity_setStateTime(me, entity_animate(me, "sit")) bone_scale(v.body, 0.2, 0.2, 0.48) bone_setSegs(v.body) end end function exitState(me) if entity_getState(me) == STATE_STAND then entity_setState(me, STATE_OPEN) elseif entity_getState(me) == STATE_OPEN then entity_setState(me, STATE_CHARGE) elseif entity_getState(me) == STATE_CLOSE then entity_setState(me, STATE_CRAWL) elseif entity_getState(me) == STATE_SIT then entity_setState(me, STATE_HIDE) end end function damage(me, attacker, bone, damageType, dmg) if entity_isState(me, STATE_CHARGE) then local nx, ny = entity_getNormal(me) local cx, cy = getLastCollidePosition() local dx = cx-entity_x(me) local dy = cy-entity_y(me) local dot = vector_dot(nx, ny, dx, dy) if dot > 0.9 then bone_damageFlash(v.body) bone_damageFlash(v.eye) return true else playNoEffect() return false end else playNoEffect() return false end end function hitSurface(me) end