-- 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 local STATE_SHAKE = 1001 v.bone_head = 0 function init(me) setupEntity(me) entity_setEntityLayer(me, -2) --entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "Dandelion") entity_setAllDamageTargets(me, false) entity_setCullRadius(me, 1024) entity_generateCollisionMask(me) entity_setState(me, STATE_IDLE) v.bone_head = entity_getBoneByName(me, "Head") end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) end function update(me, dt) if entity_isState(me, STATE_IDLE) then --entity_handleShotCollisionsSkeletal(me) local bone = entity_collideSkeletalVsCircle(me, v.n) if bone ~= 0 and avatar_isBursting() then -- shake! entity_setState(me, STATE_SHAKE) end end entity_updateMovement(me, dt) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_SHAKE) then entity_setStateTime(me, entity_animate(me, "shake")) end end function exitState(me) if entity_isState(me, STATE_SHAKE) then -- spawn spore seeds local x, y = bone_getWorldPosition(v.bone_head) createEntity("SeedFlower", "", x, y) entity_setState(me, STATE_IDLE) end end function damage(me, attacker, bone, damageType, dmg) 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