-- 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 -- ================================================================================================ -- Krill -- ================================================================================================ -- specific local STATE_JUMP = 1000 local STATE_TRANSITION = 1001 local STATE_RETURNTOWALL = 1002 local STATE_SURFACE = 1003 local STATE_LAYEGGS = 1004 local STATE_RECOVER = 1005 local STATE_PASSON = 1006 -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.moveTimer = 0 v.moveDir = 0 v.avoidCollisionsTimer = 0 v.eggTimer = 0 v.lifeSpan = 0 v.eggTime = 2 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) setupBasicEntity( me, "Krill/Krill", -- texture 3, -- health 2, -- manaballamount 2, -- exp 10, -- money 16, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 64, -- sprite width 64, -- sprite height 1, -- particle "explosion" type, 0 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 3000, -- updateCull -1: disabled, default: 4000 1 ) entity_setEatType(me, EAT_FILE, "SmallFood") entity_setMaxSpeed(me, 500) entity_setDropChance(me, 0) entity_setDeathParticleEffect(me, "TinyRedExplode") esetv(me, EV_WALLOUT, 8) v.lifeSpan = 18 + math.random(8) --v.lifeSpan = 8 entity_setState(me, STATE_IDLE) entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) --entity_setDamageTarget(me, DT_AVATAR_PET, false) end function postInit(me) entity_ensureLimit(me, 128, STATE_PASSON) end function update(me, dt) if entity_isState(me, STATE_IDLE) then v.lifeSpan = v.lifeSpan - dt if v.lifeSpan < 2 then entity_setMaxSpeedLerp(me, 0.1, 0.1) entity_color(me, 0.2,0.4,0.4,100*dt) elseif v.lifeSpan < 4 then entity_setMaxSpeedLerp(me, 0.4, 0.1) entity_setColor(me, 0.6, 0.9, 0.9, 100*dt) end if v.lifeSpan < 0 then entity_setState(me, STATE_PASSON) end v.avoidCollisionsTimer = v.avoidCollisionsTimer + dt if v.avoidCollisionsTimer > 5 then v.avoidCollisionsTimer = 0 end v.moveTimer = v.moveTimer + dt if v.moveTimer < 1.5 then -- move local amount = 2000*dt if v.moveDir == 0 then entity_addVel(me, -amount, 0) if entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end elseif v.moveDir == 1 then entity_addVel(me, 0, amount) elseif v.moveDir == 2 then entity_addVel(me, amount, 0) if not entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end elseif v.moveDir == 3 then entity_addVel(me, 0, amount) end elseif v.moveTimer > 3 then -- stop --entity_clearVel(me) v.moveTimer = 0 v.moveDir = v.moveDir +1 if v.moveDir >= 4 then v.moveDir = 0 end elseif v.moveTimer > 2.5 then local factor = 5*dt entity_addVel(me, -entity_velx(me)*factor, -entity_vely(me)*factor) end if v.avoidCollisionsTimer < 3 then entity_doCollisionAvoidance(me, dt, 4, 1.0) end entity_updateMovement(me, dt) elseif entity_isState(me, STATE_SURFACE) then entity_moveAlongSurface(me, dt, 20, 2) entity_rotateToSurfaceNormal(me, 0.1) if not entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end v.eggTimer = v.eggTimer + dt if v.eggTimer > v.eggTime then v.eggTimer = 0 entity_setState(me, STATE_LAYEGGS) end elseif entity_isState(me, STATE_LAYEGGS) or entity_isState(me, STATE_RECOVER) then entity_rotateToSurfaceNormal(me, 0.1) elseif entity_isState(me, STATE_PASSON) then entity_addVel(me, 0, -800*dt) entity_updateMovement(me, dt) end if not entity_isState(me, STATE_GROW) then entity_handleShotCollisions(me) end end function hitSurface(me) entity_clampToSurface(me) entity_setState(me, STATE_SURFACE, 3+math.random(2)) end function enterState(me) if entity_isState(me, STATE_IDLE) then v.avoidCollisionsTimer = 0 elseif entity_isState(me, STATE_SURFACE) then entity_clearVel(me) if chance(50) then entity_switchSurfaceDirection(me, 1) if entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end else entity_switchSurfaceDirection(me, 0) if not entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end end elseif entity_isState(me, STATE_GROW) then entity_scale(me) entity_scale(me, 1, 1, 1) entity_setStateTime(me, 1) v.eggTimer = -7 elseif entity_isState(me, STATE_LAYEGGS) then entity_setInternalOffset(me, 0, 0) entity_setInternalOffset(me, 10, 0, 0.1, -1, 1) entity_setStateTime(me, 2) v.lifeSpan = v.lifeSpan - 2 elseif entity_isState(me, STATE_RECOVER) then local eggs = createEntity("KrillEggs", "", entity_getPosition(me)) entity_alpha(eggs, 0) entity_alpha(eggs, 1, 0.5) entity_scale(eggs, 1) entity_scale(eggs, 1, 1, 0.5) entity_setInternalOffset(eggs) entity_setInternalOffset(eggs, 0, -16, 0.5) entity_rotate(eggs, entity_getRotation(me)) entity_setInternalOffset(me, 0, 0, 0.5) entity_setStateTime(me, 2) elseif entity_isState(me, STATE_PASSON) then local t = 2 entity_setStateTime(me, t) entity_alpha(me, 1) entity_alpha(me, 0, t) entity_rotate(me, -180, t*1.2) end end function damage(me, attacker, bone, damageType, dmg) if damageType == DT_AVATAR_BITE then entity_changeHealth(me, -100) end return true end function exitState(me) if entity_isState(me, STATE_SURFACE) then entity_setState(me, STATE_IDLE) entity_rotate(me, 0, 1) elseif entity_isState(me, STATE_LAYEGGS) then entity_setState(me, STATE_RECOVER) elseif entity_isState(me, STATE_RECOVER) then entity_setState(me, STATE_IDLE) entity_rotate(me, 0, 1) elseif entity_isState(me, STATE_GROW) then entity_rotate(me, 0, 1) entity_setState(me, STATE_IDLE) elseif entity_isState(me, STATE_PASSON) then entity_delete(me) end end