-- 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 v.n = 0 v.minCap = 400 v.maxCap = 700 v.cap = v.minCap v.body = 0 v.glow = 0 v.singingDelay = 0 v.curNote = 0 v.singing = false function v.commonInit(me, tex) v.add = math.random(50) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "minnow") --entity_setTexture(me, "title/minnow") entity_setAllDamageTargets(me, false) v.body = entity_getBoneByName(me, "Body") v.glow = entity_getBoneByName(me, "Glow") if tex ~= "" then bone_setTexture(v.body, tex) end if chance(50) then entity_setEntityLayer(me, 0) else entity_setEntityLayer(me, 1) end --entity_setEntityLayer(me, -1) --entity_alpha(me, 0.5) bone_alpha(v.body, 0.5) entity_setState(me, STATE_IDLE) esetv(me, EV_LOOKAT, 0) bone_setBlendType(v.glow, BLEND_ADD) bone_alpha(v.glow, 0) bone_scale(v.glow, 2, 2) bone_scale(v.glow, 4, 4, 1, -1, 1) entity_addRandomVel(me, 600) esetv(me, EV_LOOKAT, 0) end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) end function update(me, dt) v.cap = v.cap - dt*400 if v.cap < v.minCap then v.cap = v.minCap end local add = v.add if v.singing and avatar_isBursting() then v.cap = v.maxCap add = 600 end --entity_doCollisionAvoidance(me, dt, 4, 0.5) entity_doCollisionAvoidance(me, dt, 5, 0.5) --local x, y = getMouseWorldPos() if v.singing then local x, y = entity_getPosition(v.n) entity_moveTowards(me, x, y, dt, 300+add) entity_doEntityAvoidance(me, dt, 32, 0.5) if v.singingDelay > 0 then v.singingDelay = v.singingDelay - dt if v.singingDelay < 0 then v.singing = false end end else local ent = entity_getNearestEntity(me, entity_getName(me), 256) if ent ~= 0 then local x, y = entity_getPosition(ent) entity_moveTowards(me, x, y, dt, 800+add) end entity_doEntityAvoidance(me, dt, 40, 0.5) --entity_doEntityAvoidance(me, dt, 32, end local vx = entity_velx(me) local vy = entity_vely(me) vx, vy = vector_cap(vx, vy, v.cap) entity_clearVel(me) entity_addVel(me, vx, vy) entity_setPosition(me, entity_x(me) + entity_velx(me)*dt, entity_y(me)+entity_vely(me)*dt) --entity_updateMovement(me, dt) entity_rotateToVel(me) local len = vector_getLength(vx, vy) addInfluence(entity_x(me), entity_y(me), 16, len) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) end end function exitState(me) end function damage(me, attacker, bone, damageType, dmg) return false end function animationKey(me, key) end function hitSurface(me) end function songNote(me, note) v.curNote = note v.singing = true v.singingDelay = 0 local r, g, b = getNoteColor(note) bone_alpha(v.glow, 0.5, 1) bone_setColor(v.glow, r, g, b, 1) end function songNoteDone(me, note) if note == v.curNote then v.singingDelay = 3 bone_alpha(v.glow, 0, 4) bone_setColor(v.glow, 1, 1, 1, 4) end end function song(me, song) end function activate(me) end