-- 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 -- MOLOCH -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.fireDelay = 2 v.moveTimer = 0 v.charge = 0 local STATE_CHARGE = 1000 local STATE_DELAY = 1001 v.inited = false -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) setupBasicEntity( me, "", -- texture 6, -- health 2, -- manaballamount 2, -- exp 1, -- money 48, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 128, -- sprite width 128, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 1, -- 0/1 hit other entities off/on (uses collideRadius) 4000 -- updateCull -1: disabled, default: 4000 ) entity_scale(me, 0.75, 0.75) entity_setDropChance(me, 25) entity_clampToSurface(me) entity_setDeathParticleEffect(me, "PurpleExplode") entity_initSkeletal(me, "Moloch") v.charge = entity_getBoneByName(me, "Charge") bone_alpha(v.charge, 0) entity_animate(me, "idle") v.inited = true entity_setEatType(me, EAT_FILE, "HotEnergy") end function update(me, dt) entity_handleShotCollisions(me) entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 0.1) if entity_isState(me, STATE_IDLE) then entity_moveAlongSurface(me, dt, 140, 6, 10) entity_rotateToSurfaceNormal(me, 0.1) -- entity_rotateToSurfaceNormal(0.1) v.moveTimer = v.moveTimer + dt if v.moveTimer > 4 then entity_switchSurfaceDirection(me) v.moveTimer = 0 end if not(entity_hasTarget(me)) then entity_findTarget(me, 1200) else if v.fireDelay > 0 then v.fireDelay = v.fireDelay - dt if v.fireDelay < 0 then v.fireDelay = 3 entity_setState(me, STATE_CHARGE) end end end end if entity_isState(me, STATE_CHARGE) or entity_isState(me, STATE_DELAY) then entity_moveAlongSurface(me, dt, 60, 6, 10) entity_rotateToSurfaceNormal(me, 0.1) end if isObstructed(entity_x(me), entity_y(me)) then entity_adjustPositionBySurfaceNormal(me, 1) end end function enterState(me) if entity_getState(me)==STATE_IDLE then if v.inited then bone_setSegs(entity_getBoneByName(me, "Body"), 2, 16, 0.3, 0.3, -0.028, 0, 6, 1) end elseif entity_isState(me, STATE_CHARGE) then local t = 3 entity_setStateTime(me, t) bone_scale(v.charge) bone_scale(v.charge, 1.5, 1.5, t) --[[ bone_offset(v.charge, -5) bone_offset(v.charge, 5, 0, 0.5, -1) ]]-- bone_alpha(v.charge, 1, 0.5) bone_setSegs(entity_getBoneByName(me, "Body"), 2, 16, 0.3, 0.3, -0.058, 0, 12, 1) elseif entity_isState(me, STATE_DELAY) then entity_setStateTime(me, 1) end end function exitState(me) if entity_isState(me, STATE_CHARGE) then local sx, sy = bone_getScale(v.charge) if sx > 1.2 then bone_alpha(v.charge, 0, 0.2) --entity_doGlint(me, "Particles/PurpleFlare") --local s = entity_fireAtTarget(me, "", 1.5, 700, 500, 3, 64) --shot_setNice(s, "Shots/HotEnergy", "HeatTrail", "HeatHit") local s = createShot("HotEnergy", me, entity_getTarget(me), bone_getWorldPosition(v.charge)) end entity_setState(me, STATE_DELAY) elseif entity_isState(me, STATE_DELAY) then entity_setState(me, STATE_IDLE) end end function damage(me) return true end function hitSurface(me) end