-- 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 -- H A T C H E T F I S H local STATE_CIRCLE = 1000 local STATE_WANDER = 1001 --Assumes bevy has no target local STATE_SEEKTARGET = 1002 --Everything is just dandy, following stuff local STATE_SEEKBEVY = 1003 --No bevy in range, find a bevy! v.targetDelay = 0.5 -- Time between checking targets v.wanderDelay = 2 -- Amount of time to wander in a given direction v.segsOn = true -- ================================================================================================ -- M Y F U N C T I O N S -- ================================================================================================ local function setSpookSegsOn(me) bone_setSegs(v.body, 8, 2, 0.12, 0.42, 0, -0.03, 8, 0) bone_setSegs(v.glow01, 8, 2, 0.12, 0.42, 0, -0.03, 8, 0) bone_setSegs(v.glow02, 8, 2, 0.12, 0.42, 0, -0.03, 8, 0) end local function setSpookSegsOff(me) bone_setSegs(v.body, 8, 2, 0.23, 0.69, 0, -0.03, 8, 0) bone_setSegs(v.glow01, 8, 2, 0.23, 0.69, 0, -0.03, 8, 0) bone_setSegs(v.glow02, 8, 2, 0.23, 0.69, 0, -0.03, 8, 0) --bone_setSegs(v.body) --bone_setSegs(v.glow01) --bone_setSegs(v.glow02) end -- ================================================================================================ -- F U N C T I O N S -- ================================================================================================ function init(me) setupBasicEntity( me, "", -- texture 4, -- health 1, -- manaballamount 1, -- exp 1, -- money 32, -- collideRadius (only used if hit entities is on) STATE_WANDER, -- 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 1 ) entity_initSkeletal(me, "hatchetfish") v.body = entity_getBoneByName(me, "body") v.glow01 = entity_getBoneByName(me, "glow01") v.glow02 = entity_getBoneByName(me, "glow02") entity_animate(me, "idle", LOOP_INF) entity_setDeathParticleEffect(me, "TinyGreenExplode") entity_setMaxSpeed(me, 400) entity_setDropChance(me, 10, 1) local scale_random = math.random(40) * 0.01 entity_scale(me, 0.6 + scale_random, 0.6 + scale_random) esetv(me, EV_ENTITYDIED, 1) end function postInit(me) --bone_scale(v.glow02, 1.31, 2.5, 3.4, -1, 1, 1) bone_alpha(v.glow01, 0.12, 1.23, -1, 1, 1) bone_alpha(v.body, 0.23, 4.2, -1, 1, 1) setSpookSegsOn(me) v.segsOn = true end function entityDied(me, ent) if entity_getTarget(me) == ent then entity_setTarget(me, 0) end end -- the entity's main update function function update(me, dt) --Timer for checking state and target if v.targetDelay > 0 then v.targetDelay = v.targetDelay - dt if v.targetDelay < 0 then v.targetDelay = 0 end end --Update State/Target if v.targetDelay == 0 then local target = entity_getNearestEntity(me, "hatchetfish") if target == 0 then --No Bevys at all! if not entity_isState(me, STATE_WANDER) then entity_setState(me, STATE_WANDER) end else if not entity_isEntityInRange(me, target,800) then --No bevy nearby... FIND A BEVY if not entity_isState(me, STATE_SEEKBEVY) then entity_setState(me, STATE_SEEKBEVY) end else --In range of another bevy if not entity_isState(me, STATE_SEEKTARGET) then entity_animate(me, "idle", LOOP_INF) end --We want to find a new target every targetUpdate, but don't want to start animation again entity_setState(me, STATE_SEEKTARGET) end end v.targetDelay = 0.5 end --Perform actions based on state if entity_isState(me, STATE_WANDER) then if v.wanderDelay > 0 then v.wanderDelay = v.wanderDelay - dt if v.wanderDelay < 0 then v.wanderDelay = 0 end end if v.wanderDelay == 0 then entity_addVel(me, math.random(50) - 100, math.random(50) - 100) v.wanderDelay = 1.5 end elseif entity_hasTarget(me) then if entity_isState(me, STATE_SEEKBEVY) then entity_moveTowardsTarget(me, dt, 400) elseif entity_isState(me, STATE_SEEKTARGET) and entity_isTargetInRange(me, 2000) then entity_moveTowardsTarget(me, dt, 300) end --If it has a target, but it's out of range, do nothing, it'll update target soon end --If it has no target, do nothing... --Maintenance entity_flipToVel(me) entity_doCollisionAvoidance(me, dt, 4, 0.1) entity_updateCurrents(me, dt) entity_updateMovement(me, dt) entity_handleShotCollisions(me) end function enterState(me) if entity_isState(me, STATE_WANDER) then entity_animate(me, "FRENZY", LOOP_INF) elseif entity_isState(me, STATE_SEEKTARGET) then entity_color(me, 1, 1, 1, 1) entity_setTarget(me, entity_getNearestEntity(me, "!Bevy", 2000)) elseif entity_isState(me, STATE_SEEKBEVY) then entity_color(me, 1, 0.5, 0.5, 1) entity_animate(me, "FRENZY", LOOP_INF) entity_setTarget(me, entity_getNearestEntity(me, "Bevy", 2500)) end end function exitState(me) end function damage(me, attacker, bone, damageType, dmg) return true end function hitSurface(me) end function shiftWorlds(me, old, new) end