-- 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 -- ================================================================================================ -- Rood Shrimp -- ================================================================================================ -- specific local STATE_JUMP = 1000 local STATE_TRANSITION = 1001 local STATE_RETURNTOWALL = 1002 -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.vx = 0 v.vy = 0 v.jumpDelay = 1 v.moveTimer = 0 v.rotateOffset = 0 v.flyTimer = 0 v.moveTowardsTimer = 0 v.y_range = 200 v.fudge = 40 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ v.cr = 12 function init(me) setupBasicEntity( me, "RoodShrimp", -- texture 6, -- health 2, -- manaballamount 2, -- exp 10, -- money v.cr, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 64, -- sprite width 64, -- 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, "RoodShrimp") entity_setMaxSpeed(me, 500) entity_clampToSurface(me) entity_setState(me, STATE_IDLE) --entity_setDropChance(me, 75) entity_setDeathParticleEffect(me, "TinyBlueExplode") --entity_setBounce(0) entity_setTarget(me, getNaija()) end function update(me, dt) entity_handleShotCollisions(me) entity_touchAvatarDamage(me, v.cr, 0, 1000) if entity_getState(me)==STATE_IDLE then entity_rotateToSurfaceNormal(me, 0.1, 0, -90) entity_moveAlongSurface(me, dt, 0, 6, 24) if v.jumpDelay > 0 then v.jumpDelay = v.jumpDelay - dt if v.jumpDelay < 0 then v.jumpDelay = 0 end end if entity_isTargetInRange(me, 500) then --[[ entity_moveAlongSurface(me, dt, 100, 6, 24) entity_rotateToSurfaceNormal(me, 0.1) v.moveTimer = v.moveTimer + dt if v.moveTimer > 30 then entity_switchSurfaceDirection(me) v.moveTimer = 0 end ]]-- if v.jumpDelay == 0 then v.jumpDelay = 1 entity_setState(me, STATE_JUMP) end end elseif entity_getState(me)==STATE_JUMP then if v.flyTimer > 0 then v.flyTimer = v.flyTimer - dt if v.flyTimer < 0 then v.flyTimer = 0 entity_setState(me, STATE_RETURNTOWALL) end end entity_doEntityAvoidance(me, dt, 128, 0.5) entity_moveTowardsTarget(me, dt, 200) entity_rotateToVel(me, 0.1) entity_updateMovement(me, dt) elseif entity_getState(me)==STATE_RETURNTOWALL then --debugLog("moving back....") if v.vx > v.vy then entity_addVel(me, (0-v.vx)*dt*0.9, v.vy*dt*0.1) else entity_addVel(me, (v.vx)*dt*0.1, (0-v.vy)*dt*0.9) end entity_doEntityAvoidance(me, dt, 128, 0.5) entity_updateMovement(me, dt) entity_rotateToVel(me, 0.1) elseif not(entity_getState(me)==STATE_TRANSITION) then entity_updateMovement(me, dt) end end function hitSurface(me) if entity_isState(me, STATE_RETURNTOWALL) then entity_clampToSurface(me, 0.1) entity_setState(me, STATE_TRANSITION, 0.1) end end function enterState(me) if entity_isState(me, STATE_IDLE) then --entity_animate(me, "idle", LOOP_INF) elseif entity_isState(me, STATE_JUMP) then local t = entity_getTarget(me) if t ~= 0 then entity_moveTowardsTarget(me, 1, 2000) local amp = 1.5 --entity_addVel(me, entity_velx(entity_getTarget(me))*amp, entity_vely(entity_getTarget(me))*amp) end v.moveTowardsTimer = 0 v.rotateOffset = 0 v.flyTimer = 2 entity_applySurfaceNormalForce(me, 800) --entity_adjustPositionBySurfaceNormal(me, 64) entity_adjustPositionBySurfaceNormal(me, v.fudge) v.vx = entity_velx(me) v.vy = entity_vely(me) --entity_animate(me, "swim", LOOP_INF) elseif entity_isState(me, STATE_RETURNTOWALL) then --entity_fireAtTarget(me, "BlasterFire", 1, 400, 200, 3) local s = createShot("RoodShrimp", me, entity_getTarget(me)) shot_setOut(s, 32) --entity_fireShot(me, getNaija()) debugLog("returning to wall") end end function damage(me, attacker, bone, damageType, dmg) return true end function exitState(me) if entity_isState(me, STATE_TRANSITION) then entity_setState(me, STATE_IDLE) end end