-- 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.soundDelay = 0.1 v.inCurrent = false v.updateDelay = 0 v.updateDelayTime = 0.5 v.groupNode = 0 v.bounceGroup = nil v.bounceGroupSize = 1 function init(me) v.bounceGroup = {} setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "UpsideDownJelly") entity_setAllDamageTargets(me, true) entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false) entity_setDamageTarget(me, DT_AVATAR_SHOCK, false) entity_setCollideRadius(me, 40) entity_setHealth(me, 9) entity_setDeathParticleEffect(me, "TinyGreenExplode") entity_setUpdateCull(me, 1024) entity_setState(me, STATE_IDLE) bone_setSegs(entity_getBoneByName(me, "Tentacles"), 8, 2, 0.1, 0.9, 0, -0.03, 8, 0) esetv(me, EV_ENTITYDIED, 1) loadSound("SpikyBounce") entity_setDamageTarget(me, DT_AVATAR_PET, false) entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) end local function grabBounceGroup(me) v.bounceGroup = {} if v.groupNode ~= 0 then local e = getFirstEntity() local c = 1 while e ~= 0 do if e ~= me and not entity_isDead(e) and entity_getEntityType(e) == ET_ENEMY and node_isEntityIn(v.groupNode, e) then --debugLog(string.format("c: %d e: %d", c, e)) v.bounceGroup[c] = e c = c + 1 end e = getNextEntity() end v.bounceGroupSize = c --debugLog(string.format("bounceGroupSize: %d", v.bounceGroupSize)) end end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) entity_update(me, math.random(100)/200.0) v.inCurrent = entity_updateCurrents(me, 0) v.groupNode = entity_getNearestNode(me, "JELLYBOUNCE") grabBounceGroup(me) end local function bounceReact(me) entity_scale(me, 1, 1) entity_scale(me, 0.8, 1, 0.1, 5, 1) if v.soundDelay < 0 then entity_sound(me, "SpikyBounce", 400+math.random(200)) v.soundDelay = 0.8 end end -- warning: only called if EV_ENTITYDIED set to 1! function entityDied(me, died) --debugLog("entityDied!!") --[[ if v.bounceGroupSize ~= 1 then for i=1,v.bounceGroupSize-1 do if v.bounceGroup[i] == died then --debugLog(" erasing ent!") v.bounceGroups[i] = 0 end end end ]]-- grabBounceGroup(me) end function update(me, dt) if v.soundDelay > 0 then v.soundDelay = v.soundDelay - dt end --entity_updateCurrents(me, dt) --entity_updateMovement(me, dt) entity_clearVel2(me) if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0, 1200) then if not isForm(FORM_NATURE) then bounceReact(me) --[[ local vx, vy = entity_getVectorToEntity(me, v.n) local dx, dy = vector_setLength(vx, vy, entity_getCollideRadius(me)+entity_getCollideRadius(v.n)+1) vx, vy = vector_setLength(vx, vy, 2000) entity_push(v.n, vx, vy, 0.5, 2000, 0) entity_addVel(v.n, vx, vy) vx, vy = vector_setLength(vx, vy, 2000) entity_clearVel2(v.n) entity_setPosition(v.n, entity_x(me)+dx, entity_y(me)+dy) ]]-- if v.inCurrent then local vx, vy = entity_getVectorToEntity(me, v.n) local dx, dy = vector_setLength(vx, vy, entity_getCollideRadius(me)+entity_getCollideRadius(v.n)+1) vx, vy = vector_setLength(vx, vy, 2500) entity_push(v.n, vx, vy, 0.5, 2500, 0) entity_addVel(v.n, vx, vy) vx, vy = vector_setLength(vx, vy, 2500) entity_clearVel2(v.n) entity_addVel2(v.n, vx, vy) entity_setPosition(v.n, entity_x(me)+dx, entity_y(me)+dy) else local vx, vy = entity_getVectorToEntity(me, v.n) local dx, dy = vector_setLength(vx, vy, entity_getCollideRadius(me)+entity_getCollideRadius(v.n)+1) vx, vy = vector_setLength(vx, vy, 2000) --entity_push(v.n, vx, vy, 0.5, 1000, 0) entity_addVel(v.n, vx, vy) entity_clearVel2(v.n) vx, vy = vector_setLength(vx, vy, 800) entity_addVel2(v.n, vx, vy) entity_setPosition(v.n, entity_x(me)+dx, entity_y(me)+dy) end end end if v.bounceGroupSize ~= 1 then for i=1,v.bounceGroupSize-1 do --debugLog(string.format("i: %d, bgrp: %d", i, v.bounceGroupSize)) local e = v.bounceGroup[i] --debugLog(string.format("i: %d e: %d", i, ent)) if e ~= 0 then if entity_isEntityInRange(me, e, entity_getCollideRadius(me)+entity_getCollideRadius(e)) then local vx, vy = entity_getVectorToEntity(me, e) vx, vy = vector_setLength(vx, vy, 1200) entity_addVel(e, vx, vy) vx, vy = vector_setLength(vx, vy, 800) entity_addVel2(e, vx, vy) local dx, dy = vector_setLength(vx, vy, entity_getCollideRadius(me)+entity_getCollideRadius(v.n)+1) entity_setPosition(e, entity_x(me)+dx, entity_y(me)+dy) bounceReact(me) end end end end --[[ local e = getFirstEntity() while e ~= 0 do if e ~= me and entity_getEntityType(e) == ET_ENEMY and entity_isEntityInRange(me, e, entity_getCollideRadius(me)+entity_getCollideRadius(e)) then local vx, vy = entity_getVectorToEntity(me, e) vx, vy = vector_setLength(vx, vy, 1200) entity_addVel(e, vx, vy) vx, vy = vector_setLength(vx, vy, 800) entity_addVel2(e, vx, vy) local dx, dy = vector_setLength(vx, vy, entity_getCollideRadius(me)+entity_getCollideRadius(v.n)+1) entity_setPosition(e, entity_x(me)+dx, entity_y(me)+dy) bounceReact(me) break end e = getNextEntity() end ]]-- entity_handleShotCollisions(me) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) end end function exitState(me) end function damage(me, attacker, bone, damageType, dmg) 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