-- 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 local STATE_SLEEP = 1000 local STATE_DANCE = 1001 function init(me) setupEntity(me) entity_setEntityType(me, ET_NEUTRAL) entity_initSkeletal(me, "ForestSprite") entity_setEntityLayer(me, 1) entity_setState(me, STATE_IDLE) entity_scale(me, 0.5, 0.5) entity_setMaxSpeed(me, 200) end function postInit(me) local node = entity_getNearestNode(me, "DANCE") if node ~= 0 and node_isEntityIn(node, me) then entity_setState(me, STATE_DANCE, -1, 1) else node = entity_getNearestNode(me, "SLEEP") if node ~= 0 and node_isEntityIn(node, me) then entity_setState(me, STATE_SLEEP, -1, 1) end end v.n = getNaija() entity_setTarget(me, v.n) end v.seen = false function update(me, dt) if entity_isState(me, STATE_IDLE) then entity_updateMovement(me, dt) entity_doCollisionAvoidance(me, dt, 8, 0.01) entity_flipToVel(me) end if entity_isState(me, STATE_SLEEP) and entity_isEntityInRange(me, v.n, 700) and not v.seen then v.seen = true emote(EMOTE_NAIJAGIGGLE) end end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_SLEEP) then entity_animate(me, "sleep", -1) elseif entity_isState(me, STATE_DANCE) then -- switch off flag entity_fh(me) if isFlag(FLAG_BOSS_FOREST, 0) then entity_setStateTime(me, entity_animate(me, "dance1")) else entity_setStateTime(me, entity_animate(me, "dance2")) end end end function exitState(me) if entity_isState(me, STATE_DANCE) then entity_setState(me, STATE_DANCE) 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) end