-- 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.fireDelayTime = 3 v.fireDelay = 0 function init(me) setupBasicEntity( me, "roundvirus-bg", -- texture 6, -- health 2, -- manaballamount 2, -- exp 10, -- money 0, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 256, -- sprite width 256, -- sprite height 1, -- particle "explosion" type, 0 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 4000, -- updateCull -1: disabled, default: 4000 1 ) entity_setEntityLayer(me, -4) entity_addVel(me, randVector(500)) entity_setMaxSpeed(me, 100) entity_setUpdateCull(me, 2000) entity_setCullRadius(me, 512) entity_setDeathScene(me, true) entity_setDamageTarget(me, DT_ENEMY_POISON, false) entity_setEntityType(me, ET_NEUTRAL) --entity_setDropChance(me, 100) end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) end function update(me, dt) entity_updateMovement(me, dt) --entity_handleShotCollisions(me) --entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.5, 400) --entity_doCollisionAvoidance(me, dt, 8, 0.1) --entity_doEntityAvoidance(me, dt, 64, 1) v.fireDelay = v.fireDelay - dt if v.fireDelay < 0 then entity_addVel(me, randVector(500)) v.fireDelay = v.fireDelayTime entity_rotate(me, entity_getRotation(me)+90, 1, 0, 0, 1) end end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_DEATHSCENE) then entity_scale(me, 1.1, 1.1) entity_scale(me, 0, 0, 0.5) entity_setStateTime(me, 0.5) end end function exitState(me) end function damage(me, attacker, bone, damageType, dmg) if damageType == DT_ENEMY_POISON then return false end return true end function animationKey(me, key) 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) spawnParticleEffect("TinyGreenExplode", entity_x(me),entity_y(me)) end