-- 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 -- ================================================================================================ -- M O N E Y E -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.orient = ORIENT_LEFT v.orientTimer = 0 v.swimTime = 0.75 v.swimTimer = v.swimTime - v.swimTime/4 v.node_mist = 0 v.eMate = 0 v.matingTimer = 0 v.mateCheckDelay = 4 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) setupBasicEntity(me, "moneye-head", -- texture 2, -- health 1, -- manaballamount 1, -- exp 1, -- money 28, -- collideRadius (only used if hit entities is on) 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 1 ) loadSound("MoneyeThrust") -- entity_initPart(partName, partTexture, partPosition, partFlipH, partFlipV, -- partOffsetInterpolateTo, partOffsetInterpolateTime entity_initPart(me, "FlipperLeft", "moneye-flipper", -24, 16, 0, 0, 0) entity_initPart(me, "FlipperRight", "moneye-flipper", 24, 16, 0, 1, 0) entity_partRotate(me, "FlipperLeft", -20, v.swimTime/2, -1, 1, 1) entity_partRotate(me, "FlipperRight", 20, v.swimTime/2, -1, 1, 1) entity_scale(me, 0.4, 0.4) entity_setDeathParticleEffect(me, "TinyGreenExplode") entity_setEatType(me, EAT_FILE, "Moneye") esetv(me, EV_ENTITYDIED, 1) entity_setDamageTarget(me, DT_AVATAR_BUBBLE, 1) --entity_setMaxSpeed(me, 1000)e end function dieNormal(me) if isForm(FORM_ENERGY) and chance(10) then emote(EMOTE_NAIJAEVILLAUGH) end if chance(10) then spawnIngredient("SmallEye", entity_x(me), entity_y(me)) end end function postInit(me) v.node_mist = entity_getNearestNode(me, "MIST") end -- warning: only called if EV_ENTITYDIED set to 1! function entityDied(me, ent) if v.eMate == ent then v.eMate = 0 entity_setState(me, STATE_IDLE) end end function msg(me, msg, val) if msg == "mate" then --debugLog("mate msg") v.eMate = val entity_setState(me, STATE_MATING) end end function update(me, dt) local amt = 400 if entity_isState(me, STATE_MATING) then --debugLog(string.format("matingTimer: %d", v.matingTimer)) if entity_isEntityInRange(me, v.eMate, 64) then --debugLog("in range") v.matingTimer = v.matingTimer + dt if v.matingTimer > 2 then --debugLog("MATED!") entity_delete(me) entity_delete(v.eMate) local ent = createEntity("Duoeye", "", entity_getPosition(me)) --[[ entity_setState(me, STATE_SHRINK) entity_setState(v.eMate, STATE_SHRINK) ]]-- --[[ entity_setState(v.eMate, STATE_IDLE) entity_setState(me, STATE_IDLE) ]]-- v.eMate = 0 end else --debugLog("not in range") end if v.eMate ~= 0 then entity_moveTowards(me, entity_x(v.eMate), entity_y(v.eMate), dt, 800) end else if v.node_mist ~= 0 then if node_isEntityIn(v.node_mist, me) then v.mateCheckDelay = v.mateCheckDelay - dt if v.mateCheckDelay < 0 then v.eMate = entity_getNearestEntity(me, "Moneye", 256) if v.eMate ~= 0 and entity_isState(v.eMate, STATE_IDLE) then entity_msg(v.eMate, "mate", me) entity_setState(me, STATE_MATING, 4) end v.mateCheckDelay = 0.5 end end end if not entity_hasTarget(me) then entity_findTarget(me, 500) v.swimTimer = v.swimTimer + dt if v.swimTimer > v.swimTime then v.swimTimer = v.swimTimer - v.swimTime if v.orient == ORIENT_LEFT then entity_addVel(me, -amt, 0) v.orient = ORIENT_UP elseif v.orient == ORIENT_UP then entity_addVel(me, 0, -amt) v.orient = ORIENT_RIGHT elseif v.orient == ORIENT_RIGHT then entity_addVel(me, amt, 0) v.orient = ORIENT_DOWN elseif v.orient == ORIENT_DOWN then entity_addVel(me, 0, amt) v.orient = ORIENT_LEFT end entity_rotateToVel(me, 0.2) v.orientTimer = v.orientTimer + dt entity_doEntityAvoidance(me, 1, 256, 0.2) end entity_doCollisionAvoidance(me, dt, 6, 0.5) else v.swimTimer = v.swimTimer + dt if v.swimTimer > v.swimTime then entity_sound(me, "MoneyeThrust") entity_moveTowardsTarget(me, 1, amt) if not entity_isNearObstruction(getNaija(), 8) then entity_doCollisionAvoidance(me, 1, 6, 0.5) end entity_doEntityAvoidance(me, 1, 256, 0.2) entity_rotateToVel(me, 0.2) v.swimTimer = v.swimTimer - v.swimTime else entity_moveTowardsTarget(me, dt, 100) entity_doEntityAvoidance(me, dt, 64, 0.1) --if not entity_isNearObstruction(getNaija(), 8) then entity_doCollisionAvoidance(me, dt, 6, 0.5) --end end entity_findTarget(me, 800) end end entity_doFriction(me, dt, 600) entity_updateCurrents(me, dt) entity_updateMovement(me, dt) entity_handleShotCollisions(me) entity_touchAvatarDamage(me, 16, 1, 1200) end function enterState(me) if entity_getState(me)==STATE_IDLE then v.mateCheckDelay = 3 v.matingTimer = 0 entity_setMaxSpeed(me, 400) elseif entity_isState(me, STATE_MATING) then entity_offset(me) entity_offset(me, 0, 8, 0.08, -1, 1) end end function exitState(me) end function hitSurface(me) v.orient = v.orient + 1 end