-- 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 -- ================================================================================================ -- JELLY -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.blupTimer = 0 v.dirTimer = 0 v.blupTime = 3.0 local STATE_SHOCK = 1000 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ v.sz = 1.0 v.dir = 0 local MOVE_STATE_UP = 0 local MOVE_STATE_DOWN = 1 v.moveState = 0 v.moveTimer = 0 v.velx = 0 v.waveDir = 1 v.waveTimer = 0 v.soundDelay = 0 v.shockDelay = 5 v.collisionSegs = 28 local function doIdleScale(me) entity_scale(me, 1.0*v.sz, 0.75*v.sz, v.blupTime, -1, 1, 1) end function init(me) setupBasicEntity( me, "JellyShock", -- texture 12, -- health 2, -- manaballamount 2, -- exp 10, -- money 32, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 128, -- sprite width 128, -- sprite height 1, -- particle "explosion" type, 0 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 4000, -- updateCull -1: disabled, default: 4000 1 ) entity_setEntityType(me, ET_ENEMY) entity_setDeathParticleEffect(me, "Explode") --entity_initSkeletal(me, "Jelly") --entity_scale(me, 0.6, 0.6) entity_initHair(me, 40, 5, 36, "JellyShockTentacles") entity_setState(me, STATE_IDLE) entity_setDropChance(me, 50) entity_scale(me, 0.75*v.sz, 1*v.sz) doIdleScale(me) entity_exertHairForce(me, 0, 400, 1) --entity_setWeight(me, 50) --entity_initStrands(me, 5, 16, 8, 15, 0.8, 0.8, 1) end function update(me, dt) dt = dt * 1.5 if true then if avatar_isBursting() or entity_getRiding(getNaija())~=0 then local e = entity_getRiding(getNaija()) if entity_touchAvatarDamage(me, 32, 0, 400) then if e~=0 then local x,y = entity_getVectorToEntity(me, e) x,y = vector_setLength(x, y, 500) entity_addVel(e, x, y) end local len = 500 local x,y = entity_getVectorToEntity(getNaija(), me) x,y = vector_setLength(x, y, len) entity_push(me, x, y, 0.2, len, 0) entity_sound(me, "JellyBlup", 800) end else if entity_touchAvatarDamage(me, 32, 0, 1000) then entity_sound(me, "JellyBlup", 800) end end end entity_handleShotCollisions(me) --[[ if entity_collideHairVsCircle(me, getNaija(), v.collisionSegs) then entity_touchAvatarDamage(me, 0, 0, 800) end ]]-- -- Quick HACK to handle getting bumped out of the water. --achurch if not entity_isUnderWater(me) then v.moveState = MOVE_STATE_DOWN v.moveTimer = 5 + math.random(200)/100.0 + math.random(3) entity_setMaxSpeed(me, 500) entity_setMaxSpeedLerp(me, 1, 0) entity_addVel(me, 0, 500*dt) entity_updateMovement(me, dt) entity_setHairHeadPosition(me, entity_x(me), entity_y(me)) entity_updateHair(me, dt) return elseif not entity_isState(me, STATE_PUSH) then entity_setMaxSpeed(me, 50) end v.moveTimer = v.moveTimer - dt if v.moveTimer < 0 then if v.moveState == MOVE_STATE_DOWN then v.moveState = MOVE_STATE_UP entity_setMaxSpeedLerp(me, 1.5, 0.2) entity_scale(me, 0.75, 1, 1, 1, 1) v.moveTimer = 3 + math.random(200)/100.0 entity_sound(me, "JellyBlup") elseif v.moveState == MOVE_STATE_UP then v.velx = math.random(400)+100 if math.random(2) == 1 then v.velx = -v.velx end v.moveState = MOVE_STATE_DOWN doIdleScale(me) entity_setMaxSpeedLerp(me, 1, 1) v.moveTimer = 5 + math.random(200)/100.0 + math.random(3) end end v.waveTimer = v.waveTimer + dt if v.waveTimer > 2 then v.waveTimer = 0 if v.waveDir == 1 then v.waveDir = -1 else v.waveDir = 1 end end --entity_exertHairForce(me, entity_v.velx(me), entity_vely(me), dt, -1) if v.moveState == MOVE_STATE_UP then entity_addVel(me, v.velx*dt, -600*dt) entity_rotateToVel(me, 1) --entity_exertHairForce(me, v.waveTimer*5*v.waveDir, 0, dt) --entity_exertHairForce(me, 0, 10, dt) --entity_exertHairForce(me, v.waveTimer*50*v.waveDir, v.waveTimer*50, dt) elseif v.moveState == MOVE_STATE_DOWN then entity_addVel(me, 0, 50*dt) entity_rotateTo(me, 0, 3) --entity_exertHairForce(me, v.waveTimer*50*v.waveDir, 400, dt) entity_exertHairForce(me, 0, 200, dt*0.6, -1) --entity_exertHairForce(me, v.waveTimer*25*v.waveDir, 0, dt) --entity_exertHairForce(me, v.waveTimer*50*v.waveDir, 0, dt) end entity_doEntityAvoidance(me, dt, 32, 1.0) entity_doCollisionAvoidance(me, 1.0, 8, 1.0) if not entity_isState(me, STATE_SHOCK) then entity_updateMovement(me, dt) end entity_setHairHeadPosition(me, entity_x(me), entity_y(me)) entity_updateHair(me, dt) v.shockDelay = v.shockDelay - dt if v.shockDelay < 0 then v.shockDelay = 10 + math.random(5) entity_setState(me, STATE_SHOCK, 0.5) end end function hitSurface(me) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_setMaxSpeed(me, 50) --entity_animate(me, "idle", LOOP_INF) elseif entity_isState(me, STATE_SHOCK) then entity_sound(me, "EnergyOrbCharge") spawnParticleEffect("JellyShock", entity_x(me), entity_y(me)) end end function damage(me, attacker, bone, damageType, dmg) return true end function exitState(me) if entity_isState(me, STATE_SHOCK) then entity_touchAvatarDamage(me, 170, 1, 800) entity_setState(me, STATE_IDLE) end end function dieNormal(me) if chance(10) then spawnIngredient("SpicyMeat", entity_x(me), entity_y(me)) end end