-- 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.ix,v.iy = 0,0 v.escapeNode = 0 function init(me) setupEntity(me) entity_setEntityType(me, ET_NEUTRAL) entity_initSkeletal(me, "CC") entity_setAllDamageTargets(me, false) entity_scale(me, 0.6, 0.6) entity_setBlendType(me, BLEND_ADD) entity_alpha(me, 0.5) entity_alpha(me, 1, 1, -1, 1, 1) end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) v.ix,v.iy = entity_getPosition(me) v.escapeNode = getNode("CAVEEXIT") if isFlag(FLAG_SUNKENCITY_BOSS, 1) then entity_delete(me) elseif getFlag(FLAG_SUNKENCITY_PUZZLE) > 0 then local node = getNode("MOTHER") entity_setPosition(me, node_x(node), node_y(node)) local node2 = getNode("MOTHERSPAWN") local mother = createEntity("CC_Mother", "", node_x(node2), node_y(node2)) entity_setState(me, STATE_DONE) entity_animate(me, "float", -1) else entity_setState(me, STATE_IDLE) end entity_rotate(me, 0) end v.done = false v.inScene = false local function cutScene(me) if v.inScene then return end v.done = true v.inScene = true -- mother arrives, sings song in loop entity_idle(v.n) cam_toEntity(me) --node_getPosition(getNode("MOTHER")) local node = getNode("MOTHER") entity_setPosition(me, node_x(node), node_y(node), 3, 0, 0, 1) watch(3) watch(1) -- mother fades in local node2 = getNode("MOTHERSPAWN") local mother = createEntity("CC_Mother", "", node_x(node2), node_y(node2)) entity_alpha(mother, 0) entity_alpha(mother, 1, 2) watch(1) entity_setState(me, STATE_DONE) watch(1) setFlag(FLAG_SUNKENCITY_PUZZLE, 1) cam_toEntity(v.n) v.inScene = false end function update(me, dt) if entity_isState(me, STATE_IDLE) then if entity_isEntityInRange(me, v.n, 256) and getForm() == FORM_LIGHT then entity_setState(me, STATE_FOLLOW) end elseif entity_isState(me, STATE_FOLLOW) then if not v.done then if node_isEntityIn(v.escapeNode, me) then cutScene(me) else if getForm() ~= FORM_LIGHT or not entity_isEntityInRange(me, v.n, 512) then entity_setPosition(me, v.ix, v.iy, 3, 0, 0, 1) entity_setState(me, STATE_IDLE) else if entity_isEntityInRange(me, v.n, 128) then entity_moveTowardsTarget(me, dt, -500) else entity_moveTowardsTarget(me, dt, 500) end entity_doCollisionAvoidance(me, dt, 2, 1) entity_updateMovement(me, dt) entity_flipToEntity(me, v.n) end end end elseif entity_isState(me, STATE_DONE) then end end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "cry", -1) entity_setPosition(me, entity_getPosition(me)) elseif entity_isState(me, STATE_FOLLOW) then entity_animate(me, "float", -1) elseif entity_isState(me, STATE_DONE) then end end function exitState(me) 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