-- 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 -- ================================================================================================ -- Energy Boss CLIMB -- ================================================================================================ v.node = 0 v.speed = 550 function init(me) setupBasicEntity( me, "", -- texture 30, -- health 1, -- manaballamount 1, -- exp 1, -- money 0, -- collideRadius (only used if hit entities is on) 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) 4000 -- updateCull -1: disabled, default: 4000 ) entity_initSkeletal(me, "EnergyBoss") entity_setState(me, STATE_IDLE) entity_setCull(me, false) entity_setName(me, "EnergyBossClimb") --entity_flipHorizontal(me) entity_generateCollisionMask(me) v.node = getNode("NARROW") end function update(me, dt) entity_handleShotCollisionsSkeletal(me) local bone = entity_collideSkeletalVsCircle(me, getNaija()) if bone ~= 0 then entity_damage(getNaija(), me, 1000) entity_push(getNaija(), 0, -1200, 1) end if entity_y(me)-256 > node_y(v.node) then entity_setPosition(me, entity_x(me), entity_y(me) - v.speed * dt) end end function damage(me, attacker, bone, damageType, dmg) return false end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", LOOP_INF) end end function exitState(me) end function activate(me) end function hitSurface(me) end