-- 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 v.n = 0 v.attackDelay = 1 v.boneHead = 0 v.attackNum = 0 v.a1 = 0 v.a2 = 0 v.a3 = 0 function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "Moray") --entity_setAllDamageTargets(me, false) entity_setHealth(me, 10) entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) entity_generateCollisionMask(me) entity_setState(me, STATE_IDLE) entity_setCullRadius(me, 512) entity_setDeathScene(me, true) v.boneHead = entity_getBoneByName(me, "Head") v.a1 = entity_getBoneByName(me, "a1") v.a2 = entity_getBoneByName(me, "a2") v.a3 = entity_getBoneByName(me, "a3") end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) local node = entity_getNearestNode(me, "FLIP") if node_isEntityIn(node, me) then entity_fh(me) end end function update(me, dt) --entity_updateMovement(me, dt) entity_clearTargetPoints(me) if entity_isState(me, STATE_IDLE) then if entity_isEntityInRange(me, v.n, 512) then v.attackDelay = v.attackDelay - dt if v.attackDelay < 0 then entity_setState(me, STATE_ATTACK) end end end entity_handleShotCollisionsSkeletal(me) local bone = entity_collideSkeletalVsCircle(me, v.n) if bone ~= 0 then if entity_isState(me, STATE_ATTACK) then --entity_damage(v.n, me, 1) entity_touchAvatarDamage(me, 0, 1, 800) else entity_touchAvatarDamage(me, 0, 0.5, 800) end end entity_addTargetPoint(me, bone_getWorldPosition(v.boneHead)) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_DEATHSCENE) then entity_setStateTime(me, entity_animate(me, "death")+1) entity_setColor(me, 0.2, 0.2, 0.2, entity_getStateTime(me)) elseif entity_isState(me, STATE_ATTACK) then --[[ atkname = "attack1" if entity_y(v.n) < entity_y(me)-16 then atkname = "attack2" end ]]-- local x = entity_x(v.n) local y = entity_y(v.n) local bx, by = bone_getWorldPosition(v.a1) local d1 = vector_getLength(x-bx, y-by) local bx, by = bone_getWorldPosition(v.a2) local d2 = vector_getLength(x-bx, y-by) local bx, by = bone_getWorldPosition(v.a3) local d3 = vector_getLength(x-bx, y-by) --debugLog(string.format("d1: %d, d2: %d, d3: %d", d1, d2, d3)) if d1 < d2 and d1 < d3 then v.attackNum = 1 elseif d2 < d1 and d2 < d3 then v.attackNum = 2 elseif d3 < d1 and d3 < d1 then v.attackNum = 3 else v.attackNum = 1 end entity_setStateTime(me, entity_animate(me, string.format("attack%d", v.attackNum))) end end function exitState(me) if entity_isState(me, STATE_ATTACK) then v.attackDelay = 0.5 entity_setState(me, STATE_IDLE) end end function damage(me, attacker, bone, damageType, dmg) v.attackDelay = v.attackDelay - dmg*2 entity_setColor(me, 1, 0.5, 0.5) entity_setColor(me, 1, 1, 1, 1) return true end function animationKey(me, key) if entity_isState(me, STATE_ATTACK) then if key == 2 then entity_sound(me, "bite") end end end function hitSurface(me) end function songNote(me, note) end function songNoteDone(me, note) end function song(me, song) end function activate(me) end function dieNormal(me) if chance(75) then local bx, by = bone_getWorldPosition(v.boneHead) if chance(50) then spawnIngredient("SmallEgg", bx , by) else spawnIngredient("EelOil", bx, by) end end end