-- 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 -- ================================================================================================ -- S Q U E E Z E R -- ================================================================================================ local STATE_CLAMP = 1000 local STATE_CLAMPED = 1001 local STATE_UNCLAMP = 1002 local STATE_GRABBED = 1003 -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.clampDelay = 0 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) setupBasicEntity( me, "squeezer-head", -- texture 20, -- health 2, -- manaballamount 2, -- exp 1, -- money 48, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 256, -- sprite width 512, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 1, -- 0/1 hit other entities off/on (uses collideRadius) 2000, -- updateCull -1: disabled, default: 4000 1 ) -- entity_initPart(partName, partTexture, partPosition, partFlipH, partFlipV, -- partOffsetInterpolateTo, partOffsetInterpolateTime entity_initPart(me, "FlipperLeft", "squeezer-flipper", -8, 0, 0, 0, 0) entity_initPart(me, "FlipperRight", "squeezer-flipper", 8, 0, 0, 1, 0) entity_scale(me, 0.8, 0.8) entity_setDeathParticleEffect(me, "TinyGreenExplode") entity_setDropChance(me, 10, 1) end function update(me, dt) entity_handleShotCollisions(me) if not entity_hasTarget(me) then entity_findTarget(me, 1000) else if v.clampDelay > 0 then v.clampDelay = v.clampDelay - dt if v.clampDelay < 0 then v.clampDelay = 0 end end if entity_hasTarget(me) then if not(entity_getState(me)==STATE_GRABBED) then if not(entity_isTargetInRange(me,64)) then entity_moveTowardsTarget(me,dt, 900) else entity_doFriction(me,dt, 1000) end if entity_getState(me)==STATE_IDLE and entity_isTargetInRange(me,64) and v.clampDelay==0 then entity_setState(me,STATE_CLAMP, 0.25) end if entity_getState(me)==STATE_CLAMPED then entity_doFriction(me,dt, 500) if entity_isTargetInRange(me,96) then entity_grabTarget(me) avatar_fallOffWall() -- entity_hurtTarget(1) entity_setState(me, STATE_GRABBED, 8) end end end end end --entity_doEntityAvoidance(me, dt, 0, 1); entity_doCollisionAvoidance(me, dt, 4, 1.0); entity_rotateToVel(me, 0, 180) entity_updateMovement(me, dt) end function enterState(me) if entity_getState(me)==STATE_IDLE then entity_setMaxSpeed(me, 400) entity_partRotate(me, "FlipperLeft", 4, 1, -1, 1, 1) entity_partRotate(me, "FlipperRight", -4, 1, -1, 1, 1) elseif entity_getState(me)==STATE_CLAMP then entity_partRotate(me, "FlipperLeft", -64, entity_getStateTime(me), 0, 0, 0) entity_partRotate(me, "FlipperRight", 64, entity_getStateTime(me), 0, 0, 0) elseif entity_getState(me)==STATE_UNCLAMP then entity_partRotate(me, "FlipperLeft", 0, 1) entity_partRotate(me,"FlipperRight", 0, 1) end end function exitState(me) if entity_getState(me)==STATE_CLAMP then entity_setState(me, STATE_CLAMPED, 0.2) elseif entity_getState(me)==STATE_CLAMPED then entity_setState(me, STATE_UNCLAMP, 1) elseif entity_getState(me)==STATE_UNCLAMP then entity_setState(me, STATE_IDLE, -1) elseif entity_getState(me)==STATE_GRABBED then entity_releaseTarget(me) entity_pushTarget(me, 1000) entity_setState(me, STATE_UNCLAMP, 1) end end