-- 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 -- ================================================================================================ -- Flea -- ================================================================================================ -- specific local STATE_JUMP = 1000 local STATE_TRANSITION = 1001 local STATE_RETURNTOWALL = 1002 local STATE_SURFACE = 1003 -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.moveTimer = 0 v.moveDir = 0 v.avoidCollisionsTimer = 0 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) setupBasicEntity( me, "Flea", -- texture 2, -- health 2, -- manaballamount 2, -- exp 10, -- money 12, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 64, -- sprite width 64, -- sprite height 1, -- particle "explosion" type, 0 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 4000, -- updateCull -1: disabled, default: 4000 1 ) entity_setMaxSpeed(me, 600) --entity_clampToSurface(me) entity_setState(me, STATE_IDLE) entity_setDropChance(me, 10) entity_setWeight(me, 400) entity_setDeathParticleEffect(me, "TinyRedExplode") --entity_internalOffset(me, 0, -20, 1, -1, 1) entity_scale(me, 1, 0.9, 0.5, -1, 1, 1) entity_setCollideRadius(me, 16) end function update(me, dt) dt = dt *2 if entity_isState(me, STATE_IDLE) then v.avoidCollisionsTimer = v.avoidCollisionsTimer + dt if v.avoidCollisionsTimer > 5 then v.avoidCollisionsTimer = 0 end --[[ v.moveTimer = v.moveTimer + dt if v.moveTimer < 1.5 then -- move amount = 2000*dt if v.moveDir == 0 then entity_addVel(me, -amount, 0) if entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end elseif v.moveDir == 1 then entity_addVel(me, 0, amount) elseif v.moveDir == 2 then entity_addVel(me, amount, 0) if not entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end elseif v.moveDir == 3 then entity_addVel(me, 0, amount) end elseif v.moveTimer > 3 then -- stop --entity_clearVel(me) v.moveTimer = 0 v.moveDir = v.moveDir +1 if v.moveDir >= 4 then v.moveDir = 0 end elseif v.moveTimer > 2.5 then factor = 5*dt entity_addVel(me, -entity_velx(me)*factor, -entity_vely(me)*factor) end ]]-- --[[ if v.avoidCollisionsTimer < 4 then entity_doCollisionAvoidance(me, dt, 4, -1.0) end ]]-- entity_updateMovement(me, dt) entity_updateCurrents(me, dt) elseif entity_isState(me, STATE_SURFACE) then entity_moveAlongSurface(me, dt, 20, 2, 0) entity_rotateToSurfaceNormal(me, 0.1) if not entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end --entity_rotateToVel(me, 0.1) end entity_handleShotCollisions(me) entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.75, 500) end function hitSurface(me) entity_clampToSurface(me) entity_setState(me, STATE_SURFACE, 1+math.random(2)) end function enterState(me) if entity_isState(me, STATE_IDLE) then v.avoidCollisionsTimer = 0 elseif entity_isState(me, STATE_SURFACE) then entity_clearVel(me) if chance(50) then entity_switchSurfaceDirection(me, 1) if entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end else entity_switchSurfaceDirection(me, 0) if not entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end end end end function damage(me, attacker, bone, damageType, dmg) return true end function exitState(me) if entity_isState(me, STATE_SURFACE) then entity_applySurfaceNormalForce(me, 800) entity_rotate(me, 0, 1) entity_setState(me, STATE_IDLE) end end