-- 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 -- ================================================================================================ -- B L A S T E R -- ================================================================================================ -- entity specific local STATE_FIRE = 1000 local STATE_PULLBACK = 1001 v.fireDelay = 0 v.motherChance = 10 v.soundDelay = 0 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) setupBasicEntity( me, "", -- texture 4, -- health 1, -- manaballamount 1, -- exp 1, -- money 32, -- collideRadius (only used if hit entities is on) 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) 2000 -- updateCull -1: disabled, default: 4000 ) entity_initSkeletal(me, "Blaster") entity_animate(me, "idle", -1) entity_setDeathParticleEffect(me, "Explode") entity_scale(me, 0.8, 0.8) v.soundDelay = math.random(3)+1 entity_setEatType(me, EAT_FILE, "Blaster") loadSound("BlasterLaugh") end function update(me, dt) entity_handleShotCollisions(me) entity_touchAvatarDamage(me, 32, 0, 1000) if true then if entity_hasTarget(me) then if entity_isTargetInRange(me, 200) then entity_moveTowardsTarget(me, dt, -200) end if entity_isTargetInRange(me, 64) then -- entity_hurtTarget(1); entity_moveTowardsTarget(me, dt, -1000) end end if v.fireDelay > 0 then v.fireDelay = v.fireDelay - dt if v.fireDelay < 0 then v.fireDelay = 0 end end if entity_getState(me)==STATE_IDLE then if not entity_hasTarget(me) then entity_findTarget(me, 1000) else if entity_isTargetInRange(me, 1600) then entity_moveTowardsTarget(me, dt, 400) -- move in if we're too far away if entity_isTargetInRange(me, 350) and v.fireDelay==0 then entity_setState(me, STATE_FIRE, 0.5) end end end v.soundDelay = v.soundDelay - dt if v.soundDelay < 0 then -- Sound doesn't exist, so commenting out. --achurch --entity_playSfx(me, "BlasterIdle") v.soundDelay = math.random(3)+1 end end if entity_getState(me)==STATE_FIRE then entity_moveTowardsTarget(me, dt, -600) end if entity_getState(me)==STATE_PULLBACK then if not entity_hasTarget(me) then entity_setState(me, STATE_IDLE) else if entity_isTargetInRange(me, 800) then entity_moveTowardsTarget(me, dt, -5000) else entity_setState(me, STATE_IDLE) end end end end entity_doEntityAvoidance(me, dt, 256, 0.2) -- entity_doSpellAvoidance(dt, 200, 1.5); entity_doCollisionAvoidance(me, dt, 6, 0.5) entity_rotateToVel(me, 0.1) entity_updateCurrents(me, dt) entity_updateMovement(me, dt) end function enterState(me) if entity_getState(me)==STATE_IDLE then v.fireDelay = 2 entity_setMaxSpeed(me, 500) elseif entity_getState(me)==STATE_FIRE then entity_setMaxSpeed(me, 600) local s = createShot("BlasterFire", me, entity_getTarget(me)) shot_setOut(s, 32) elseif entity_getState(me)==STATE_PULLBACK then if chance(50) then entity_playSfx(me, "BlasterLaugh") end entity_setMaxSpeed(me, 650) end end function exitState(me) if entity_getState(me)==STATE_FIRE then entity_setState(me, STATE_PULLBACK, 1) elseif entity_getState(me)==STATE_PULLBACK then entity_setState(me, STATE_IDLE) end end function hitSurface(me) end function damage(me, attacker, bone, damageType, dmg) if damageType == DT_AVATAR_BITE then entity_changeHealth(me, -99) end return true end