-- 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 -- ================================================================================================ -- T U R R E T -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.fireDelay = 0 v.moveTimer = 0 local STATE_MOVING = 1000 local STATE_FIRING = 1001 v.rounds = 0 v.orb = 0 v.fireRate = 0.75 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ local LAYER_ORB = 1 function init(me) setupBasicEntity( me, "", -- texture 6, -- health 2, -- manaballamount 2, -- exp 1, -- money 32, -- 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_initSkeletal(me, "Turret") entity_setDropChance(me, 75) entity_clampToSurface(me) entity_moveAlongSurface(me, 0, 1, 6, 40) entity_rotateToSurfaceNormal(me, 0.1) v.orb = entity_getBoneByName(me, "Orb") entity_setDeathParticleEffect(me, "Explode") --[[ bone_setColor(v.orb, 0, 0, 1) ]]-- entity_setState(me, STATE_IDLE) esetv(me, EV_WALLOUT, 40) end function update(me, dt) -- dt, pixelsPerSecond, climbHeight, outfromwall entity_findTarget(me, 5000) entity_handleShotCollisions(me) entity_touchAvatarDamage(me, 48, 1, 1000) -- entity_rotateToSurfaceNormal(0.1) if entity_isState(me, STATE_MOVING) then entity_moveAlongSurface(me, dt, 100, 6, 40) entity_rotateToSurfaceNormal(me, 0.1) v.moveTimer = v.moveTimer + dt if v.moveTimer > 3 then entity_setState(me, STATE_IDLE) end else entity_moveAlongSurface(me, 0, 1, 6, 40) entity_rotateToSurfaceNormal(me, 0.1) end if entity_isState(me, STATE_IDLE) then if entity_hasTarget(me) then if v.rounds < 3 then entity_setState(me, STATE_FIRING) v.rounds = v.rounds + 1 else v.rounds = 0 entity_setState(me, STATE_MOVING) end end end if entity_isState(me, STATE_FIRING) then if entity_hasTarget(me) then v.fireDelay = v.fireDelay - dt if v.fireDelay < 0 then -- dmg, mxspd, homing, numsegs, out local vx, vy = bone_getNormal(v.orb) --bone_getOrientation() --entity_playSfx(me, "BasicShot") --entity_fireAtTarget(me, "Turret", 1, 100, 0, 3, 32, 0, -48, vx, vy) local s = createShot("Turret", me, entity_getTarget(me), bone_getWorldPosition(v.orb)) shot_setAimVector(s, vx, vy) shot_setOut(s, 32) v.fireDelay = v.fireRate end end if not entity_isAnimating(me) then entity_setState(me, STATE_IDLE) end end end function enterState(me) if entity_getState(me)==STATE_IDLE then entity_animate(me, "idle", LOOP_INF) elseif entity_getState(me) == STATE_MOVING then v.moveTimer = 0 entity_switchSurfaceDirection(me) entity_animate(me, "walk", LOOP_INF) elseif entity_getState(me) == STATE_FIRING then entity_animate(me, "fire") end end function animationKey(me, key) if entity_isState(me, STATE_MOVING) then if key == 2 or key == 3 then entity_playSfx(me, "RockStep") end end end function exitState(me) end function hitSurface(me) end function dieNormal(me) if chance(50) then spawnIngredient("FishMeat", entity_x(me), entity_y(me)) end end