-- 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.evolveTimer = 0 function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_setTexture(me, "RotBaby/Form1") entity_setCollideRadius(me, 20) v.evolveTimer = 4.5 + math.random(3) entity_addRandomVel(me, 500) entity_setUpdateCull(me, 4000) entity_setHealth(me, 3) entity_setDeathParticleEffect(me, "TinyRedExplode") entity_setMaxSpeed(me, 500) entity_setDropChance(me, 40, 0.5) entity_setState(me, STATE_IDLE) loadSound("rotcore-birth") end function postInit(me) v.n = getNaija() --entity_setTarget(me, v.n) end function update(me, dt) entity_findTarget(me, 800) if entity_hasTarget(me) then entity_moveTowardsTarget(me, dt, 800) end entity_doCollisionAvoidance(me, dt, 8, 0.5) entity_doEntityAvoidance(me, dt, 64, 0.7) entity_rotateToVel(me, 0.1) entity_updateMovement(me, dt) entity_handleShotCollisions(me) entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.5, 400) if v.evolveTimer > 0 then v.evolveTimer = v.evolveTimer - dt if v.evolveTimer < 0 then spawnParticleEffect("TinyRedExplode", entity_getPosition(me)) createEntity("RotBaby-Form2", "", entity_getPosition(me)) entity_sound(me, "rotcore-birth") entity_delete(me) end end end function enterState(me) if entity_isState(me, STATE_IDLE) then end end function exitState(me) end function damage(me, attacker, bone, damageType, dmg) if damageType == DT_ENEMY_BEAM then return false end if damageType == DT_AVATAR_BITE then entity_changeHealth(me, -10) end return true 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