-- 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 I O N F I S H -- ================================================================================================ -- ================================================================================================ -- S T A T E S -- ================================================================================================ local STATE_GLIDING = 1001 local STATE_TO_THRUST = 1002 local STATE_THRUSTING = 1003 local STATE_TO_GLIDE = 1004 -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.maxSpeed = 890 v.angle = 90 -- ================================================================================================ -- F U N C T I O N S -- ================================================================================================ function init(me) v.swimTime = 0.34 + (math.random(42)*0.01) setupBasicEntity( me, "", -- texture 20, -- health 1, -- manaballamount 1, -- exp 1, -- money 64, -- collideRadius (only used if hit entities is on) STATE_GLIDING, -- initState 128, -- sprite width 128, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 1800 -- updateCull -1: disabled, default: 4000 ) entity_initSkeletal(me, "lionfish") entity_setDeathParticleEffect(me, "Explode") entity_setDropChance(me, 21) entity_setState(me, STATE_GLIDING) entity_rotateTo(me, 360, 0.1) entity_setMaxSpeed(me, v.maxSpeed) end function animationKey(me, key) end function postInit(me) -- FLIP HORIZONTALLY IF THERE'S A FLIP NODE local node = entity_getNearestNode(me, "FLIP") if node ~=0 then if node_isEntityIn(node, me) then entity_fh(me) end end end function update(me, dt) -- SWIM ANGLE if entity_getState(me) == STATE_GLIDING then v.swimTime = v.swimTime - dt if v.swimTime < 0 then v.swimTime = 1.23 + (math.random(234)*0.01) -- Point based on Flip if not entity_isfh(me) then v.angle = 58 + math.random(64) entity_rotateTo(me, v.angle + 270, 2) else v.angle = 238 + math.random(64) entity_rotateTo(me, v.angle + 90, 2) end entity_setState(me, STATE_TO_THRUST) end end -- SUBTLE GLIDE if entity_getState(me) == STATE_TO_THRUST then if not entity_isfh(me) then entity_moveTowardsAngle(me, entity_getRotation(me) - 270, 1, 2.48) else entity_moveTowardsAngle(me, entity_getRotation(me) - 90, 1, 2.48) end end -- FLIP L/R local flipThresh = 50 if entity_velx(me) < -flipThresh and not entity_isfh(me) then entity_fh(me) v.angle = v.angle + 180 elseif entity_velx(me) > flipThresh and entity_isfh(me) then entity_fh(me) v.angle = v.angle - 180 end -- AVOIDANCE entity_doEntityAvoidance(me, dt, 43, 0.12) entity_doCollisionAvoidance(me, dt, 5, 0.36) -- MOVEMENT entity_doFriction(me, dt, 48) entity_updateMovement(me, dt) -- DAMAGE entity_handleShotCollisions(me) if entity_touchAvatarDamage(me, 32, 1, 1200) then setPoison(1, 8) end end function enterState(me) if entity_getState(me) == STATE_TO_THRUST then entity_setStateTime(me, entity_animate(me, "idle"), -1) elseif entity_getState(me) == STATE_THRUSTING then entity_setStateTime(me, entity_animate(me, "thrust"), -1) elseif entity_getState(me) == STATE_TO_GLIDE then entity_setStateTime(me, entity_animate(me, "idle"), -1) end end function exitState(me) if entity_getState(me) == STATE_GLIDING then elseif entity_getState(me) == STATE_TO_THRUST then entity_setState(me, STATE_THRUSTING) elseif entity_getState(me) == STATE_THRUSTING then -- THRUST entity_moveTowardsAngle(me, v.angle, 1, 124 + math.random(124)) entity_setState(me, STATE_TO_GLIDE) elseif entity_getState(me) == STATE_TO_GLIDE then entity_setState(me, STATE_GLIDING) end end function damage(me, attacker, bone, damageType, dmg) return true end function dieNormal(me) if chance(25) then spawnIngredient("LeechingPoultice", entity_x(me), entity_y(me)) end end