-- 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 A U L -- ================================================================================================ v.dir = 0 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) setupBasicEntity( me, "Fish-RockHead", -- texture 3, -- health 1, -- manaballamount 1, -- exp 1, -- money 20, -- collideRadius STATE_IDLE, -- initState 90, -- sprite width 90, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) -1 -- updateCull -1: disabled, default: 4000 ) entity_setDropChance(me, 50) entity_setMaxSpeedLerp(me, 0.5) entity_setMaxSpeedLerp(me, 1, 1, -1, 1) entity_setSegs(me, 8, 2, 0.1, 0.2, 0, -0.03, 8, 0) entity_setDeathParticleEffect(me, "TinyBlueExplode") end function update(me, dt) entity_handleShotCollisions(me) entity_touchAvatarDamage(me, 20, 1, 1200) if v.dir==0 then entity_addVel(me, -1000, 0) else entity_addVel(me, 1000, 0) end entity_updateMovement(me, dt) end function enterState(me) end function exitState(me) end function damage(me, attacker, bone, damageType, dmg) if damageType == DT_CRUSH then return true elseif damageType == DT_ENEMY_POISON or damageType == DT_ENEMY_ACTIVEPOISON then return true else playNoEffect() return false end return false end function hitSurface(me) entity_flipHorizontal(me) if v.dir == 0 then v.dir = 1 elseif v.dir == 1 then v.dir = 0 end end function activate(me) end