-- 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 local STATE_SURFACE = 1003 -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.moveTimer = 0 v.moveDir = 0 v.avoidCollisionsTimer = 0 v.glow = 0 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) setupBasicEntity( me, "BabyDeepShrimp", -- texture 3, -- health 2, -- manaballamount 2, -- exp 10, -- money 16, -- 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) 3000, -- updateCull -1: disabled, default: 4000 1 ) entity_setMaxSpeed(me, 500) --entity_clampToSurface(me) entity_setState(me, STATE_IDLE) entity_setDropChance(me, 10) entity_setDeathParticleEffect(me, "PurpleExplode") v.glow = createQuad("Naija/LightFormGlow", 13) quad_scale(v.glow, 1, 1) quad_scale(v.glow, 1.2, 1.2, 0.5, -1, 1, 1) entity_offset(me, 0, -40, 1, -1, 1) entity_setDamageTarget(me, DT_AVATAR_PET, false) end function update(me, dt) entity_handleShotCollisions(me) if entity_isState(me, STATE_IDLE) then v.avoidCollisionsTimer = v.avoidCollisionsTimer + dt if v.avoidCollisionsTimer > 5 then v.avoidCollisionsTimer = 0 end v.moveTimer = v.moveTimer + dt if v.moveTimer < 1.5 then -- move local amount = 2000*dt if v.moveDir == 0 then entity_addVel(me, -amount, 0) if entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end elseif v.moveDir == 1 then entity_addVel(me, 0, amount) elseif v.moveDir == 2 then entity_addVel(me, amount, 0) if not entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end elseif v.moveDir == 3 then entity_addVel(me, 0, amount) end elseif v.moveTimer > 3 then -- stop --entity_clearVel(me) v.moveTimer = 0 v.moveDir = v.moveDir + 1 if v.moveDir >= 4 then v.moveDir = 0 end elseif v.moveTimer > 2.5 then local factor = 5*dt entity_addVel(me, -entity_velx(me)*factor, -entity_vely(me)*factor) end if v.avoidCollisionsTimer < 4 then entity_doCollisionAvoidance(me, dt, 4, 1.0) end entity_updateMovement(me, dt) elseif entity_isState(me, STATE_SURFACE) then entity_moveAlongSurface(me, dt, 20, 2) entity_rotateToSurfaceNormal(me, 0.1) if not entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end --entity_rotateToVel(me, 0.1) end local x, y = entity_getPosition(me) quad_setPosition(v.glow, x, y, 0.05) end function hitSurface(me) entity_clampToSurface(me) entity_setState(me, STATE_SURFACE, 3+math.random(2)) end function enterState(me) if entity_isState(me, STATE_IDLE) then v.avoidCollisionsTimer = 0 elseif entity_isState(me, STATE_SURFACE) then entity_clearVel(me) if chance(50) then entity_switchSurfaceDirection(me, 1) if entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end else entity_switchSurfaceDirection(me, 0) if not entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end end elseif entity_isState(me, STATE_DEAD) then if v.glow ~= 0 then quad_delete(v.glow) end end end function damage(me, attacker, bone, damageType, dmg) return true end function exitState(me) if entity_isState(me, STATE_SURFACE) then entity_rotate(me, 0, 1) entity_setState(me, STATE_IDLE) end end