-- 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 -- ================================================================================================ -- L E A C H -- ================================================================================================ -- entity specific local STATE_ATTACHED = 1000 local STATE_FLYOFF = 1001 -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.attachOffsetX = 0 v.attachOffsetY = 0 v.attachBone = 0 v.rollTime = 0 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) v.maxRollTime = math.random(10)/10.0 + 0.5 setupBasicEntity( me, "Leach", -- texture 3, -- health 0, -- manaballamount 1, -- exp 0, -- money 16, -- collideRadius (only used if hit entities is on) STATE_IDLE, -- initState 64, -- sprite width 64, -- sprite height 0, -- particle "explosion" type, maps to particleEffects.txt -1 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 5000, -- updateCull -1: disabled, default: 4000 1 ) entity_setDeathParticleEffect(me, "LeachExplode") end function update(me, dt) if entity_getState(me)==STATE_IDLE then if not entity_hasTarget(me) then entity_findTarget(me, 550) else if entity_isTargetInRange(me, 32) then if not isForm(FORM_FISH) then entity_setState(me, STATE_ATTACHED) end elseif entity_isTargetInRange(me, 300) then entity_setMaxSpeed(me, 800) entity_moveTowardsTarget(me, dt, 2100) else entity_moveTowardsTarget(me, dt, 200) end entity_doCollisionAvoidance(me, dt, 5, 1) end elseif entity_getState(me)==STATE_ATTACHED then if isForm(FORM_FISH) then entity_setState(me, STATE_FLYOFF, 2) return end entity_rotate(me, bone_getWorldRotation(v.attachBone)) entity_setPosition(me, bone_getWorldPosition(v.attachBone)) if avatar_isRolling() then v.rollTime = v.rollTime + dt if v.rollTime > v.maxRollTime then entity_setState(me, STATE_FLYOFF, 2) end end end if not(entity_isState(me, STATE_ATTACHED)) then entity_updateMovement(me, dt) entity_rotateToVel(me, 0.1) entity_handleShotCollisions(me) end end function enterState(me) if entity_getState(me)==STATE_IDLE then entity_setEntityType(me, ET_ENEMY) entity_setMaxSpeed(me, 400) elseif entity_getState(me)==STATE_ATTACHED then entity_setEntityType(me, ET_NEUTRAL) entity_setMaxSpeed(me, 0) entity_incrTargetLeaches(me) entity_sound(me, "Leach") v.attachBone = entity_getNearestBoneToPosition(entity_getTarget(me), entity_getPosition(me)) --[[ v.attachOffsetX = entity_x(me) - entity_getTargetPositionX(me) v.attachOffsetY = entity_y(me) - entity_getTargetPositionY(me) ]]-- elseif entity_isState(me, STATE_FLYOFF) then entity_setEntityType(me, ET_ENEMY) v.rollTime = 0 entity_setMaxSpeed(me, 800) entity_addRandomVel(me, 1000) end end function exitState(me) if entity_getState(me)==STATE_ATTACHED then -- entity_setState(STATE_IDLE) entity_decrTargetLeaches(me) elseif entity_isState(me, STATE_FLYOFF) then entity_setState(me, STATE_IDLE) end end function hitSurface(me) end function damage(me, attacker, bone, damageType, dmg) if damageType == DT_AVATAR_BITE then entity_setHealth(me, 0) end return true end