-- 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 -- ================================================================================================ -- EEL -- ================================================================================================ -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ v.dir = 0 v.switchDirDelay = 0 v.wiggleTime = 0 v.wiggleDir = 1 v.interestTimer = 0 v.colorRevertTimer = 0 v.collisionSegs = 50 v.avoidLerp = 0 v.avoidDir = 1 v.interest = false v.paraHits = 3 v.openTimer = 0 v.parasite = true -- initializes the entity function init(me) -- oldhealth : 40 setupBasicEntity( me, "", -- texture 50, -- health 1, -- manaballamount 1, -- exp 1, -- money 32, -- collideRadius (only used if hit entities is on) STATE_IDLE, -- 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_setDropChance(me, 50) v.lungeDelay = 1.0 -- prevent the nautilus from attacking right away --entity_initHair(me, 80, 4, 32, "eel-0001") entity_initSkeletal(me, "BigMouth") v.switchDirDelay = math.random(800)/100.0 v.naija = getNaija() entity_setDeathParticleEffect(me, "TinyBlueExplode") entity_generateCollisionMask(me) entity_animate(me, "idle", -1) entity_setCullRadius(me, 256) end local function lunge(me) v.lungeDelay = 0 entity_setMaxSpeedLerp(me, 1.5) entity_setMaxSpeedLerp(me, 1, 1) entity_addVel(me, math.random(1000)-500, math.random(1000)-500) end -- the entity's main update function function update(me, dt) if isForm(FORM_BEAST) then entity_setActivationType(me, AT_CLICK) else entity_setActivationType(me, AT_NONE) end entity_handleShotCollisionsSkeletal(me) if entity_getState(me)==STATE_IDLE then v.lungeDelay = v.lungeDelay + dt if v.lungeDelay > 3 then lunge(me) end if not entity_hasTarget(me) then entity_findTarget(me, 1000) else v.openTimer = v.openTimer + dt entity_doEntityAvoidance(me, dt, 32, 0.1) entity_doCollisionAvoidance(me, dt, 8, 1.0) entity_flipToVel(me) entity_findTarget(me, 1200) if v.openTimer > 5 then if v.parasite then entity_setState(me, STATE_OPEN) end v.openTimer = 0 + math.random(3) end end entity_touchAvatarDamage(me, 64, 0, 800) elseif entity_isState(me, STATE_OPEN) then entity_doEntityAvoidance(me, dt, 32, 0.1) entity_doCollisionAvoidance(me, dt, 8, 1.0) if not entity_isAnimating(me) then entity_touchAvatarDamage(me, 64, 0.5, 800) entity_pullEntities(me, entity_x(me), entity_y(me), 1000, 1700, dt) local e = getFirstEntity() while e ~= 0 do if entity_getEntityType(e)==ET_ENEMY and e ~= me then if entity_isEntityInRange(me, e, 64 + entity_getCollideRadius(e)) then entity_damage(e, me, dt*20) end end e = getNextEntity() end else entity_touchAvatarDamage(me, 64, 0, 800) end end entity_updateMovement(me, dt) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) entity_setMaxSpeed(me, 300) lunge(me) elseif entity_isState(me, STATE_OPEN) then entity_animate(me, "open") entity_setMaxSpeedLerp(me, 0.2, 0.1) entity_setStateTime(me, 5) elseif entity_isState(me, STATE_DEAD) then if v.parasite then local e = createEntity("BigMouthParasite", "", entity_getPosition(me)) entity_setHealth(e, v.paraHits*2) end end end function exitState(me) if entity_isState(me, STATE_OPEN) then entity_setState(me, STATE_IDLE) end end function hitSurface(me) end function damage(me, attacker, bone, damageType, dmg) if v.parasite and bone ~= 0 and bone_isName(bone,"Parasite") then bone_damageFlash(bone) v.paraHits = v.paraHits - dmg if v.paraHits <= 0 then bone_alpha(bone, 0) v.parasite = false -- die and kill parasite --entity_changeHealth(me, 0) --createEntity("BigMouthParasite", "", bone_getWorldPosition(bone)) --return true end return false end return true end function songNote(me, note) end function dieNormal(me) if chance(90) then spawnIngredient("ButterySeaLoaf", entity_x(me), entity_y(me)) end end