-- 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.normal = 0 v.spirit = 0 v.curNode = 0 v.racePath = 0 v.speed = 1500 function init(me) setupEntity(me) entity_setEntityType(me, ET_NEUTRAL) entity_initSkeletal(me, "arnassi-spirit") --entity_setTexture(me, "missingImage") entity_setSpiritFreeze(me, false) entity_setState(me, STATE_IDLE) v.normal = entity_getBoneByName(me, "normal") v.spirit = entity_getBoneByName(me, "spirit") bone_setBlendType(v.normal, BLEND_ADD) bone_alpha(v.normal, 1) bone_setColor(v.normal, 0.5, 0.6, 1) bone_alpha(v.spirit, 0) bone_rotateOffset(v.normal, 360, 0.5, -1) entity_setCullRadius(me, 512) v.racePath = getNode("arnassipath") local c = 0 local e = getFirstEntity() while e ~= 0 do if entity_isName(e, "arnassi-spirit") then c = c + 1 end e = getNextEntity() end v.curNode = c*5 local x, y = node_getPathPosition(v.racePath, v.curNode) entity_setPosition(me, x, y) end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) end function update(me, dt) if not entity_isInterpolating(me) then v.curNode = v.curNode + 1 local x, y = node_getPathPosition(v.racePath, v.curNode) if x == 0 and y == 0 then v.curNode = 0 x, y = node_getPathPosition(v.racePath, v.curNode) end entity_setPosition(me, x, y, -v.speed) if x > entity_x(me) and not entity_isfh(me) then entity_fh(me) elseif x < entity_x(me) and entity_isfh(me) then entity_fh(me) end end 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 shiftWorlds(me, lt, wt) local t = 0.9 if wt == WT_SPIRIT then entity_scale(me, 0.8, 0.8, t, 0, 0, 1) bone_alpha(v.normal, 0.4, t) bone_alpha(v.spirit, 0.8, t) bone_scale(v.normal, 3, 3, t) elseif wt == WT_NORMAL then entity_scale(me, 1, 1, t, 0, 0, 1) bone_alpha(v.normal, 1, t) bone_alpha(v.spirit, 0, t) bone_scale(v.normal, 1, 1, t) end end function animationKey(me, key) end function hitSurface(me) end function songNote(me, note) end function songNoteDone(me, note) end function song(me, song) end function activate(me) end