-- 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.attackDelay = 0 v.dir = 1 function init(me) setupBasicEntity( me, "", -- texture 10, -- health 2, -- manaballamount 2, -- exp 10, -- money 64, -- collideRadius (for hitting entities + spells) 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, "tigershark") entity_generateCollisionMask(me) entity_setDeathParticleEffect(me, "Explode") entity_setState(me, STATE_IDLE) entity_offset(me, -0, -10) entity_offset(me, 0, 10, 0.5, -1, 1, 1) v.n = getNaija() end function update(me, dt) if not entity_hasTarget(me) then entity_findTarget(me, 400) if entity_hasTarget(me) then entity_moveTowardsTarget(me, 1, 600) else entity_addVel(me, 600*v.dir, 0) entity_updateMovement(me, dt) entity_flipToVel(me) end else entity_moveTowardsTarget(me, dt, 600) entity_flipToEntity(me, entity_getTarget(me)) entity_findTarget(me, 440) end entity_doEntityAvoidance(me, dt, 32, 0.5) entity_doCollisionAvoidance(me, dt, 4, 0.2) entity_updateCurrents(me, dt) entity_updateMovement(me, dt) --entity_rotateToVel(me, 0, 90) entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1.0, 400) entity_handleShotCollisions(me) --if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.75, 400) then -- entity_moveTowardsTarget(me, 1, -500) --end end function hitSurface(me) v.dir = -v.dir end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", LOOP_INF) end end function exitState(me) end function dieNormal(me) if chance(50) then spawnIngredient("SharkFin", entity_x(me), entity_y(me)) end end function damage(me) return true end function animationKey(me, key) end