-- 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.maxHits = 3 v.hits = v.maxHits v.head = 0 v.beam = 0 v.hit = false function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "chestmonster") entity_generateCollisionMask(me) entity_setState(me, STATE_IDLE) v.head = entity_getBoneByName(me, "head") entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) entity_setDamageTarget(me, DT_AVATAR_PET, false) entity_setDamageTarget(me, DT_ENEMY, false) entity_setDamageTarget(me, DT_ENEMY_ENERGYBLAST, false) entity_setDamageTarget(me, DT_ENEMY_BEAM, false) entity_scale(me, 3, 3) end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) end function update(me, dt) entity_handleShotCollisionsSkeletal(me) local bone = entity_collideSkeletalVsCircle(me, v.n) if bone ~= 0 then entity_setPosition(v.n, entity_x(v.n)-20, entity_y(v.n)) entity_addVel(v.n, -1000, 0) entity_damage(v.n, me, 1) end if v.beam ~= 0 then beam_setPosition(v.beam, entity_x(me), entity_y(me)) end end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_OPEN) then setSceneColor(0.4, 0.4, 1, 1) entity_setStateTime(me, entity_animate(me, "open")) elseif entity_isState(me, STATE_OPENED) then playSfx("PowerUp") playSfx("FizzleBarrier") v.beam = createBeam(0, 0, entity_getRotation(me)-90, 1) beam_setTexture(v.beam, "creator/form6/beam") beam_setBeamWidth(v.beam, 256) beam_setDamage(v.beam, 3) elseif entity_isState(me, STATE_CLOSE) then entity_setStateTime(me, entity_animate(me, "close")) beam_delete(v.beam) v.beam = 0 elseif entity_isState(me, STATE_CLOSED) then if v.hit then local e1 = createEntity("mutilus", "", entity_x(me)-64, entity_y(me)-32) local e2 = createEntity("mutilus", "", entity_x(me)-64-10, entity_y(me)) local e3 = createEntity("mutilus", "", entity_x(me)-64, entity_y(me)+32) spawnParticleEffect("tinyredexplode", entity_x(e1), entity_y(e1)) spawnParticleEffect("tinyredexplode", entity_x(e2), entity_y(e2)) spawnParticleEffect("tinyredexplode", entity_x(e3), entity_y(e3)) end v.hit = false entity_setStateTime(me, 1) setSceneColor(1, 1, 1, 2) end end function exitState(me) if entity_isState(me, STATE_OPEN) then entity_setState(me, STATE_OPENED, 4) elseif entity_isState(me, STATE_OPENED) then entity_setState(me, STATE_CLOSE) elseif entity_isState(me, STATE_CLOSE) then entity_setState(me, STATE_CLOSED) end end function damage(me, attacker, bone, damageType, dmg) if entity_isState(me, STATE_OPEN) and bone == v.head then if not v.hit then v.hit = true playSfx("creatorform6-die3") bone_damageFlash(entity_getBoneByIdx(me, 0)) bone_damageFlash(entity_getBoneByIdx(me, 1)) bone_damageFlash(entity_getBoneByIdx(me, 2)) end else playNoEffect() end return false 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