-- 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.target = 0 v.body = 0 v.moving = 0 function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "FlatFish") --entity_setAllDamageTargets(me, false) entity_setEntityLayer(me, -1) --entity_generateCollisionMask(me) entity_setState(me, STATE_IDLE) v.target = entity_getBoneByName(me, "Target") v.body = entity_getBoneByName(me, "Body") bone_alpha(v.target) entity_setCanLeaveWater(me, true) entity_setHealth(me, 6) entity_setCollideRadius(me, 24) end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) end function update(me, dt) --entity_updateMovement(me, dt) entity_checkSplash(me, bone_getWorldPosition(v.body)) if entity_isState(me, STATE_IDLE) then local x, y = entity_getPosition(me) local x2,y2 = bone_getWorldPosition(v.target) if entity_collideCircleVsLine(v.n, x, y, x2, y2, 100) then entity_setState(me, STATE_ATTACK) end end entity_handleShotCollisions(me) --[[ local bone = entity_collideSkeletalVsCircle(me, v.n) if bone ~= 0 then entity_damage(v.n, me, 0.5) end ]]-- entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.5, 500) entity_clearTargetPoints(me) entity_addTargetPoint(me, bone_getWorldPosition(v.body)) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "idle", -1) elseif entity_isState(me, STATE_ATTACK) then entity_setStateTime(me, entity_animate(me, "attack")) local len = 400 local x, y = entity_getPosition(me) local nx, ny = entity_getNormal(me) nx = nx * len ny = ny * len entity_setPosition(me, x+nx,y+ny,0.9, 1, -1, 1) end end function exitState(me) if entity_isState(me, STATE_ATTACK) then entity_setState(me, STATE_IDLE) end end function damage(me, attacker, bone, damageType, dmg) if entity_isState(me, STATE_IDLE) then entity_setState(me, STATE_ATTACK) end if damageType == DT_AVATAR_BITE then entity_changeHealth(me, -2) end return true end function animationKey(me, key) if entity_isState(me, STATE_ATTACK) and key == 1 then --entity_setInternalOffset(me, 0, -400, 0.9, 1, -1, 1) end end function hitSurface(me) end function songNote(me, note) end function songNoteDone(me, note) end function song(me, song) end function activate(me) end