-- 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.sleepLoc = 0 v.held = 0 v.held2 = 0 v.seen = false function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "Clam") entity_setAllDamageTargets(me, false) --entity_generateCollisionMask(me) entity_setState(me, STATE_IDLE) entity_setActivation(me, AT_CLICK, 128, 512) v.sleepLoc = entity_getBoneByName(me, "SleepLoc") bone_alpha(v.sleepLoc) loadSound("clam-open") end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) end function update(me, dt) if not v.seen and entity_isEntityInRange(me, v.n, 700) then if chance(50) then emote(EMOTE_NAIJAGIGGLE) else emote(EMOTE_NAIJAWOW) end v.seen = true end if isForm(FORM_BEAST) then entity_setActivationType(me, AT_CLICK) else entity_setActivationType(me, AT_NONE) end --[[ entity_handleShotCollisionsSkeletal(me) local bone = entity_collideSkeletalVsCircle(me, v.n) entity_updateMovement(me, dt) ]]-- if v.held ~= 0 then entity_setPosition(v.held, bone_getWorldPosition(v.sleepLoc)) entity_rotate(v.held, bone_getWorldRotation(v.sleepLoc)) entity_clearVel(v.held) end if v.held2 ~= 0 then local bx, by = bone_getWorldPosition(v.sleepLoc) entity_setPosition(v.held2, bx-20, by-20) entity_rotate(v.held2, bone_getWorldRotation(v.sleepLoc)) entity_clearVel(v.held2) end end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_CLOSE) then entity_animate(me, "close") elseif entity_isState(me, STATE_OPEN) then playSfx("clam-open") entity_setStateTime(me, entity_animate(me, "open")) end end function exitState(me) if entity_isState(me, STATE_OPEN) then entity_setState(me, STATE_IDLE) end end function damage(me, attacker, bone, damageType, dmg) return false 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) -- sleep v.n = getNaija() local l = 0 if hasLi() then l = getLi() end esetv(v.n, EV_LOOKAT, 0) local saveCombat = getFlag(FLAG_LICOMBAT) if l ~= 0 then fade2(1, 0.5, 1, 1, 1) watch(0.5) setFlag(FLAG_LICOMBAT, 0) entity_setState(l, STATE_PUPPET) entity_setPosition(l, entity_x(v.n), entity_y(v.n)) fade2(0, 0.5, 1, 1, 1) end entity_idle(v.n) if entity_isfh(me) and entity_isfh(v.n) then entity_fh(v.n) elseif not entity_isfh(me) and not entity_isfh(v.n) then entity_fh(v.n) end entity_clearVel(v.n) watch(0.1) local x, y = bone_getWorldPosition(v.sleepLoc) entity_setPosition(v.n, x, y, 1) watch(1) if l ~= 0 then entity_clearVel(l) entity_setPosition(l, x, y, 1) end v.held = v.n entity_clearVel(v.n) --entity_rotate(held, bone_getWorldRotation(v.sleepLoc), 1) emote(EMOTE_NAIJASIGH) entity_animate(v.n, "sleep", -1, LAYER_OVERRIDE) watch(1) if l ~= 0 then if entity_fh(v.n) and entity_fh(l) then entity_fh(l) elseif entity_fh(v.n) and not entity_fh(l) then entity_fh(l) end entity_clearVel(l) v.held2 = l --entity_rotate(l, bone_getWorldRotation(v.sleepLoc), 1) entity_animate(l, "sleep", -1) watch(1) end entity_setState(me, STATE_CLOSE) watch(1.5) musicVolume(0.25, 1) fade(1, 1) watch(1) local nd = entity_getNearestNode(me, "CLAMCAM") if nd ~= 0 then cam_toNode(nd) end watch(1) fade(0.5, 1) watch(1) --entity_heal(v.n, 20) -- do sleep wait for input thing while (not isLeftMouse()) and (not isRightMouse()) do watch(FRAME_TIME) entity_heal(v.n, FRAME_TIME) end musicVolume(1, 1) fade(0, 2) entity_setState(me, STATE_OPEN) watch(0.5) cam_toEntity(v.n) entity_idle(v.n) entity_animate(v.n, "slowWakeUp") while entity_isAnimating(v.n) do watch(FRAME_TIME) end local nx, ny = entity_getNormal(me) nx,ny = vector_setLength(nx, ny, 200) entity_idle(v.n) entity_addVel(v.n, nx, ny) entity_rotateToVel(v.n) entity_animate(v.n, "burst") if l ~= 0 then entity_setState(l, STATE_IDLE) setFlag(FLAG_LICOMBAT, saveCombat) end esetv(v.n, EV_LOOKAT, 1) entity_setInternalOffset(l, 0, 0, 0.5) --entity_animate(v.n, "wakeUp") --watch(1) v.held = 0 v.held2 = 0 end