mirror of
https://github.com/AquariaOSE/Aquaria.git
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120 lines
2.8 KiB
Lua
120 lines
2.8 KiB
Lua
-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria is free software; you can redistribute it and/or
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-- modify it under the terms of the GNU General Public License
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-- as published by the Free Software Foundation; either version 2
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-- of the License, or (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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--
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-- See the GNU General Public License for more details.
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--
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-- You should have received a copy of the GNU General Public License
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-- along with this program; if not, write to the Free Software
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-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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v.n = 0
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v.glow = 0
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v.boneGlow = 0
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v.dir = 1
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v.dirTimer = 0
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "DeepUrchin")
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entity_setHealth(me, 12)
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entity_setAllDamageTargets(me, false)
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entity_setCollideRadius(me, 80)
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entity_setState(me, STATE_IDLE)
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v.boneGlow = entity_getBoneByName(me, "Glow")
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v.glow = createQuad("Naija/LightFormGlow", 13)
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quad_scale(v.glow, 8, 8)
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quad_alpha(v.glow, 0)
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entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
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entity_setDamageTarget(me, DT_AVATAR_SHOCK, true)
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entity_setUpdateCull(me, 3000)
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end
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function postInit(me)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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end
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function update(me, dt)
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entity_handleShotCollisions(me)
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if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 800) then
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end
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v.dirTimer = v.dirTimer + dt
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if v.dirTimer > 3 then
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v.dirTimer = 0
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v.dir = -v.dir
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end
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entity_addVel(me, 1000*dt*v.dir, 0)
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entity_updateMovement(me, dt)
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quad_setPosition(v.glow, entity_getPosition(me))
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if entity_isEntityInRange(me, v.n, 256) then
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quad_alpha(v.glow, 1, 0.8)
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bone_alpha(v.boneGlow, 1, 0.8)
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else
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quad_alpha(v.glow, 0, 0.3)
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bone_alpha(v.boneGlow, 0, 0.3)
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end
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end
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function enterState(me)
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if entity_isState(me, STATE_IDLE) then
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entity_animate(me, "idle", -1)
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elseif entity_isState(me, STATE_DEAD) then
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quad_delete(v.glow)
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end
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end
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function exitState(me)
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end
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function damage(me, attacker, bone, damageType, dmg, x, y)
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if damageType == DT_AVATAR_SHOCK then
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x,y = entity_getPosition(v.n)
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end
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if damageType == DT_AVATAR_ENERGYBLAST or damageType == DT_AVATAR_SHOCK then
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if y > entity_y(me) + 50 and x > entity_x(me)-32 and x < entity_x(me)+32 then
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return true
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end
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end
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return false
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end
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function animationKey(me, key)
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end
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function hitSurface(me)
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end
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function songNote(me, note)
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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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