-- 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 -- ================================================================================================ -- JELLY -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ local MOVE_STATE_UP = 0 local MOVE_STATE_DOWN = 1 v.moveState = 0 v.moveTimer = 0 v.velx = 0 v.waveDir = 1 v.waveTimer = 0 v.soundDelay = 0 function init(me) setupBasicEntity( me, "", -- texture 3, -- health 2, -- manaballamount 2, -- exp 10, -- money 32, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 128, -- sprite width 128, -- sprite height 1, -- particle "explosion" type, 0 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 2000, -- updateCull -1: disabled, default: 4000 1 ) --entity_setDeathParticleEffect(me, "PurpleExplode") entity_initSkeletal(me, "Splitter1") entity_scale(me, 1.1, 1.1) entity_setDropChance(me, 40, 1) --entity_setWeight(me, 300) entity_setState(me, STATE_IDLE) entity_setTarget(me, getNaija()) --entity_setDropChance(me, 100) end function update(me, dt) dt = dt * 3 if entity_touchAvatarDamage(me, 32, 1, 1000) then entity_sound(me, "JellyBlup", 800) end entity_handleShotCollisions(me) v.moveTimer = v.moveTimer - dt if v.moveTimer < 0 then if v.moveState == MOVE_STATE_DOWN then v.moveState = MOVE_STATE_UP entity_setMaxSpeedLerp(me, 1.5, 0.2) entity_scale(me, 0.75, 1, 1, 1, 1) v.moveTimer = 3 + math.random(200)/100.0 entity_sound(me, "JellyBlup") elseif v.moveState == MOVE_STATE_UP then v.velx = math.random(400)+100 if math.random(2) == 1 then v.velx = -v.velx end v.moveState = MOVE_STATE_DOWN --doIdleScale(me) entity_setMaxSpeedLerp(me, 1, 1) v.moveTimer = 5 + math.random(200)/100.0 + math.random(3) end end v.waveTimer = v.waveTimer + dt if v.waveTimer > 2 then v.waveTimer = 0 if v.waveDir == 1 then v.waveDir = -1 else v.waveDir = 1 end end if v.moveState == MOVE_STATE_UP then --entity_addVel(me, v.velx*dt, -600*dt) --entity_rotateToVel(me, 1) entity_rotateTo(me, 0, 1) if not entity_isNearObstruction(getNaija(), 3) then entity_moveTowardsTarget(me, dt, 500) end elseif v.moveState == MOVE_STATE_DOWN then entity_addVel(me, 0, 300*dt) --entity_moveTowardsTarget(me, dt, 50) entity_rotateTo(me, 0, 3) entity_exertHairForce(me, 0, 200, dt*0.6, -1) end entity_doEntityAvoidance(me, dt, 32, 1.0) entity_doCollisionAvoidance(me, 1.0, 8, 1.0) entity_updateMovement(me, dt) end function hitSurface(me) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) entity_setMaxSpeed(me, 50) elseif entity_isState(me, STATE_DEAD) then createEntity("Splitter2", "", entity_x(me)-16, entity_y(me)) createEntity("Splitter2", "", entity_x(me)+16, entity_y(me)) end end function damage(me, attacker, bone, damageType, dmg) return true end function exitState(me) end