-- 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 -- ================================================================================================ -- AGGRO HOPPER -- ================================================================================================ -- specific local STATE_JUMP = 1000 local STATE_TRANSITION = 1001 local STATE_JUMPPREP = 1002 local STATE_WALK = 1003 -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.jumpDelay = 0 v.moveTimer = 0 v.rotateOffset = 0 v.angry = false v.enraged = false v.moving = 0.2 v.n = 0 v.puffTimer = 0 v.fireDelay = 0 v.lx = 0 v.ly = 0 v.bubbleRelease = 0 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ --[[ function land(me) entity_clampToSurface(me) entity_moveAlongSurface(me, dt, 1, 6, 24) entity_rotateToSurfaceNormal(me, 0.1) end ]]-- function init(me) setupBasicEntity( me, "", -- texture 24, -- health 2, -- manaballamount 2, -- exp 10, -- money 40, -- collideRadius 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 ) entity_initSkeletal(me, "mermoth") entity_setDeathParticleEffect(me, "TinyGreenExplode") --land(me) entity_setWeight(me, 1000) entity_setState(me, STATE_IDLE) entity_setBounceType(me, BOUNCE_REAL) entity_setBounce(me, 0.9) --entity_setClampOnSwitchDir(me, false) esetv(me, EV_SWITCHCLAMP, 0) esetv(me, EV_WALLOUT, 64)--18) entity_clampToSurface(me) entity_setCullRadius(me, 512) --entity_setBounce(0) entity_setDeathSound(me, "mermog-die") loadSound("mermog-die") loadSound("mermog-jump") end function postInit(me) v.n = getNaija() end function update(me, dt) v.lx, v.ly = entity_getPosition(me) dt = dt * 1.2 v.puffTimer = v.puffTimer - dt if v.puffTimer < 0 then spawnParticleEffect("poisonbubbles", entity_x(me) + math.random(100) - math.random(100), entity_y(me) - 40 + math.random(100) - math.random(100)) v.puffTimer = 1 end if v.enraged then dt = dt * 1.25 end --[[ if entity_hasTarget(me) then if entity_isTargetInRange(me, 64) then entity_hurtTarget(me, 1) entity_pushTarget(me, 500) end end ]]-- if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_TRANSITION) then entity_moveAlongSurface(me, dt, 0.5, 6) --entity_switchSurfaceDirection(me) end if entity_getState(me)==STATE_IDLE then if not(entity_hasTarget(me)) then entity_findTarget(me, 1200) else if entity_isTargetInRange(me, 800) then v.jumpDelay = v.jumpDelay - dt if v.jumpDelay < 0 then v.angry = true v.jumpDelay = 0.2 entity_setState(me, STATE_JUMPPREP) end end end elseif entity_isState(me, STATE_WALK) then if entity_isfh(me) then entity_switchSurfaceDirection(me, 0) else entity_switchSurfaceDirection(me, 1) end entity_moveAlongSurface(me, dt, 1000*v.moving, 6) entity_rotateToSurfaceNormal(me, 0.1) elseif entity_getState(me)==STATE_JUMPPREP then if not entity_isAnimating(me) then entity_setState(me, STATE_JUMP) end elseif entity_getState(me)==STATE_JUMP then --entity_flipToVel(me) entity_updateCurrents(me, dt) entity_updateMovement(me, dt) v.bubbleRelease = v.bubbleRelease - dt if v.bubbleRelease < 0 then v.bubbleRelease = 0.4 spawnParticleEffect("bubble-release-short", entity_x(me), entity_y(me)) end --[[ v.fireDelay = v.fireDelay - dt if v.fireDelay < 0 then v.fireDelay = 0.4 s = createShot("mermog-shot", me, v.n, entity_x(me), entity_y(me)) shot_setAimVector(s, math.sin(angle), math.cos(angle)) if entity_isfh(me) then angle = angle + 0.1 else angle = angle - 0.1 end end ]]-- elseif not(entity_getState(me)==STATE_TRANSITION or entity_isState(me, STATE_WALK)) then entity_updateMovement(me, dt) end --[[ if isObstructed(entity_x(me), entity_y(me)) then entity_setPosition(me, v.lx, v.ly) entity_clampToSurface(me) end ]]-- entity_handleShotCollisions(me) if entity_touchAvatarDamage(me, 64, 1, 500) then setPoison(1, 12) end if isObstructed(entity_x(me), entity_y(me)) then entity_adjustPositionBySurfaceNormal(me, 1) end end function damage(me, attacker, bone, damageType, dmg) if entity_isState(me, STATE_IDLE) then entity_setState(me, STATE_JUMPPREP) end return true end v.bounces = 0 function hitSurface(me) if entity_getState(me)==STATE_JUMP then local t = egetvf(me, EV_CLAMPTRANSF) if entity_checkSurface(me, 6, STATE_TRANSITION, t) then entity_rotateToSurfaceNormal(me, 0) entity_scale(me, 1, 0.5) entity_scale(me, 1, 1, t) --[[ entity_setInternalOffset(me, 0, 64) entity_setInternalOffset(me, 0, 0, t) ]]-- else local nx, ny = getWallNormal(entity_getPosition(me)) nx, ny = vector_setLength(nx, ny, 400) entity_addVel(me, nx, ny) end --[[ if entity_isNearObstruction(me, 4, OBSCHECK_4DIR) then entity_clampToSurface(me) entity_setState(me, STATE_TRANSITION, 0.001) end ]]-- end --[[ if entity_getState(me)==STATE_JUMP then local nx, ny = getWallNormal(cx, cy) if ny < 0 then land(me) entity_setState(me, STATE_TRANSITION) else v.bounces = v.bounces + 1 if v.bounces > 8 then land(me) entity_setState(me, STATE_TRANSITION) end end end ]]-- end function enterState(me) if entity_getState(me)==STATE_IDLE then entity_animate(me, "idle", LOOP_INF) entity_setMaxSpeed(me, 1200) elseif entity_getState(me)==STATE_JUMPPREP then local nx, ny = entity_getNormal(me) for i=20,400,20 do local nx1, ny1 = vector_setLength(nx, ny, i) local tx = entity_x(me) + nx1 local ty = entity_y(me) + ny1 --debugLog(string.format("t(%d, %d)", tx, ty)) if isObstructed(tx, ty) then --debugLog("idle!") entity_setState(me, STATE_WALK, 2, 1) return end end entity_animate(me, "jumpPrep") entity_flipToEntity(me, entity_getTarget(me)) elseif entity_isState(me, STATE_TRANSITION) then entity_setStateTime(me, entity_animate(me, "land")) elseif entity_isState(me, STATE_WALK) then entity_animate(me, "walk", -1) elseif entity_getState(me)==STATE_JUMP then v.bounces = 0 entity_flipToEntity(me, entity_getTarget(me)) entity_animate(me, "jump") v.rotateOffset = 0 entity_applySurfaceNormalForce(me, 1000) if entity_isfh(me) then entity_addVel(me, 400, 0) else entity_addVel(me, -400, 0) end entity_adjustPositionBySurfaceNormal(me, 10) entity_sound(me, "mermog-jump") end end function animationKey(me, key) end function exitState(me) if entity_getState(me)==STATE_TRANSITION then entity_setState(me, STATE_IDLE) if chance(50) then entity_setState(me, STATE_WALK, 2) end elseif entity_getState(me)==STATE_WALK then entity_setState(me, STATE_IDLE) end end function dieNormal(me) if chance(25) then local x, y = entity_getNormal(me) x, y = vector_setLength(x, y, 64) spawnIngredient("PlantLeaf", entity_x(me)+x, entity_y(me)+y) end end