-- 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.bulb = 0 v.base = 0 v.glow = 0 v.entToSpawn = "" v.ingToSpawn = "" v.amount = 0 v.myNote = 0 v.singingNote = false v.singTimer = 0 v.back = false function init(me) setupEntity(me) entity_setEntityType(me, ET_NEUTRAL) entity_initSkeletal(me, "singbulb") v.bulb = entity_getBoneByName(me, "bulb") v.base = entity_getBoneByName(me, "base") v.glow = entity_getBoneByName(me, "glow") entity_animate(me, "idle", -1) if entity_isFlag(me, 1) then entity_setState(me, STATE_OPENED) else entity_setState(me, STATE_CLOSED) end -- should not be necessarry anymore --[[ local nodey = entity_getNearestNode(me, "layerback") if nodey ~= 0 and node_isEntityIn(nodey, me) then entity_setEntityLayer(me, -1) v.back = true end ]]-- local n1 = getNearestNodeByType(entity_x(me), entity_y(me), PATH_SETING) if n1 ~= 0 and node_isEntityIn(n1, me) then v.ingToSpawn = node_getContent(n1) v.amount = node_getAmount(n1) if v.amount == 0 then v.amount = 1 end else local n2 = getNearestNodeByType(entity_x(me), entity_y(me), PATH_SETENT) if n2 ~= 0 and node_isEntityIn(n2, me) then v.entToSpawn = node_getContent(n2) v.amount = node_getAmount(n2) if v.amount == 0 then v.amount = 1 end end end v.myNote = getRandNote() entity_setCanLeaveWater(me, true) entity_setCullRadius(me, 512) -- note: LAYER OVERRIDE entity_setEntityLayer(me, -100) end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) local r, g, b = getNoteColor(v.myNote) bone_setColor(v.bulb, r, g, b) bone_setColor(v.glow, r, g, b) bone_setBlendType(v.glow, BLEND_ADD) bone_alpha(v.glow, 0.4) bone_scale(v.glow, 12, 12, 1, -1, 1) if mapNameContains("veil") then bone_setTexture(v.base, "singbulb/base-0002") elseif mapNameContains("mithalas") or mapNameContains("cathedral") or mapNameContains("final") then bone_setTexture(v.base, "singbulb/base-0003") elseif mapNameContains("icecave") or mapNameContains("frozenveil") or mapNameContains("bubble") then bone_setTexture(v.base, "singbulb/base-0004") elseif mapNameContains("abyss") then bone_setTexture(v.base, "singbulb/base-0005") end end function update(me, dt) if entity_isState(me, STATE_CLOSED) then if v.singingNote then v.singTimer = v.singTimer + dt if v.singTimer > 2 then v.singingNote = false v.singTimer = 0 bone_scale(v.bulb, 1, 1, 1) entity_setState(me, STATE_OPEN) end end end end function enterState(me) if entity_isState(me, STATE_IDLE) then elseif entity_isState(me, STATE_CLOSED) then elseif entity_isState(me, STATE_OPENED) then bone_alpha(v.bulb, 0) elseif entity_isState(me, STATE_OPEN) then bone_alpha(v.bulb, 0) entity_setStateTime(me, 1) entity_setFlag(me, 1) local bx, by = bone_getWorldPosition(v.bulb) if v.ingToSpawn ~= "" or v.entToSpawn ~= "" then playSfx("secret") end if v.ingToSpawn ~= "" then for i=1,v.amount do local ing = spawnIngredient(v.ingToSpawn, bx, by, 1, (i==1)) --[[ if i==1 then entity_clearVel(ing) x,y = entity_getNormal(me) x,y = vector_setLength(x, y, 250) entity_addVel(ing, x, y) end ]]-- end elseif v.entToSpawn ~= "" then for i=1,v.amount do createEntity(v.entToSpawn, "", bx, by) end end end end function exitState(me) if entity_isState(me, STATE_OPEN) then entity_setState(me, STATE_OPENED) end end function damage(me, attacker, bone, damageType, dmg) return false end function animationKey(me, key) end function hitSurface(me) end function songNote(me, note) if entity_isEntityInRange(me, v.n, 800) then if entity_isState(me, STATE_CLOSED) then if v.myNote == note then if v.back then local e = getFirstEntity() while e ~= 0 do if eisv(e, EV_TYPEID, EVT_ROCK) or eisv(e, EV_TYPEID, EVT_CONTAINER) then if entity_isEntityInRange(me, e, 64) then return end end e = getNextEntity() end end v.singingNote = true v.singTimer = 0 bone_scale(v.bulb, 1, 1) bone_scale(v.bulb, 0.7, 1, 0.1, -1, 1) end end end end function songNoteDone(me, note) v.singingNote = false v.singTimer = 0 bone_scale(v.bulb, 1, 1, 1) end function song(me, song) end function activate(me) end