-- 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 -- ================================================================================================ -- SPIKEBALL -- ================================================================================================ -- entity specific local STATE_FIRE = 1000 local STATE_PULLBACK = 1001 v.fireDelay = 0 v.dir = 0 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) setupBasicEntity( me, "SpikeBall", -- texture 10, -- health 1, -- manaballamount 1, -- exp 1, -- money 70, -- collideRadius 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) 4000 -- updateCull -1: disabled, default: 4000 ) --entity_scale(me, 0.9, 0.9) end function update(me, dt) entity_heal(me, 1) --[[ if entity_hasTarget(me) then if entity_isTargetInRange(me, 96) then entity_moveTowardsTarget(me, dt, -1000) end end ]]-- entity_touchAvatarDamage(me, 64, 1, 0.1) local amount = 1000 if v.dir == 0 then entity_addVel(me, -amount, 0) elseif v.dir == 1 then entity_addVel(me, 0, amount) elseif v.dir == 2 then entity_addVel(me, amount, 0) elseif v.dir == 3 then entity_addVel(me, 0, -amount) end entity_updateMovement(me, dt) --[[ if entity_getTarget(me) ~= 0 then entity_flipToEntity(me, entity_getTarget(me)) 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) entity_clearVel(me) else if entity_isTargetInRange(me, 4000) then entity_moveTowardsTarget(me, dt, 500) -- 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 else entity_clearVel(me) end 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, 400) then entity_moveTowardsTarget(me, dt, -5000) else entity_setState(me, STATE_IDLE) end end end ]]-- --[[ entity_doEntityAvoidance(me, dt, 128, 0.2); -- entity_doSpellAvoidance(dt, 200, 1.5); entity_doCollisionAvoidance(me, dt, 6, 0.5); --entity_rotateToVel(me, 0.1) ]]-- end function enterState(me) end function exitState(me) end function hitSurface(me) --entity_flipHorizontal(me) v.dir = v.dir + 1 if v.dir > 3 then v.dir = 0 end end function activate(me) end