-- 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 -- ================================================================================================ -- M O N E Y E -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.orient = ORIENT_LEFT v.orientTimer = 0 v.swimTime = 0.75 v.swimTimer = v.swimTime - v.swimTime/4 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) setupBasicEntity(me, "", -- texture 4, -- health 1, -- manaballamount 1, -- exp 1, -- money 28, -- collideRadius (only used if hit entities is on) 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) 2000 -- updateCull -1: disabled, default: 4000 ) -- entity_initPart(partName, partTexture, partPosition, partFlipH, partFlipV, -- partOffsetInterpolateTo, partOffsetInterpolateTime entity_initSkeletal(me, "Splitter2") entity_animate(me, "idle", -1) entity_scale(me, 0.8, 0.8) v.flipper = entity_getBoneByName(me, "Flipper1") bone_setSegs(v.flipper, 16, 2, 0.2, 0.4, 0, -0.05, 8, 0) entity_setDeathParticleEffect(me, "TinyRedExplode") --entity_setMaxSpeed(me, 1000) end function update(me, dt) dt = dt * 1.5 local amt = 400 entity_touchAvatarDamage(me, 16, 1, 1200) entity_handleShotCollisions(me) if not entity_hasTarget(me) then entity_findTarget(me, 500) v.swimTimer = v.swimTimer + dt if v.swimTimer > v.swimTime then v.swimTimer = v.swimTimer - v.swimTime if v.orient == ORIENT_LEFT then entity_addVel(me, -amt, 0) v.orient = ORIENT_UP elseif v.orient == ORIENT_UP then entity_addVel(me, 0, -amt) v.orient = ORIENT_RIGHT elseif v.orient == ORIENT_RIGHT then entity_addVel(me, amt, 0) v.orient = ORIENT_DOWN elseif v.orient == ORIENT_DOWN then entity_addVel(me, 0, amt) v.orient = ORIENT_LEFT end --entity_rotateToVel(me, 0.2) v.orientTimer = v.orientTimer + dt entity_doEntityAvoidance(me, 1, 256, 0.2) end entity_doCollisionAvoidance(me, dt, 6, 0.5) else v.swimTimer = v.swimTimer + dt if v.swimTimer > v.swimTime then entity_moveTowardsTarget(me, 1, amt) if not entity_isNearObstruction(getNaija(), 8) then entity_doCollisionAvoidance(me, 1, 6, 0.5) end entity_doEntityAvoidance(me, 1, 256, 0.2) --entity_rotateToVel(me, 0.2) v.swimTimer = v.swimTimer - v.swimTime else entity_moveTowardsTarget(me, dt, 100) entity_doEntityAvoidance(me, dt, 64, 0.1) --if not entity_isNearObstruction(getNaija(), 8) then entity_doCollisionAvoidance(me, dt, 6, 0.5) --end end entity_findTarget(me, 800) end entity_doFriction(me, dt, 500) entity_updateMovement(me, dt) end function enterState(me) if entity_getState(me)==STATE_IDLE then entity_setMaxSpeed(me, 400) end end function exitState(me) end function hitSurface(me) v.orient = v.orient + 1 end