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Aquaria/game_scripts/scripts/entities/_unused/spikeball.lua

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3.8 KiB
Lua

-- 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
-- ================================================================================================
-- SPIKEBALL
-- ================================================================================================
-- entity specific
local STATE_FIRE = 1000
local STATE_PULLBACK = 1001
v.fireDelay = 0
v.dir = 0
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"SpikeBall", -- texture
10, -- health
1, -- manaballamount
1, -- exp
1, -- money
70, -- collideRadius
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
4000 -- updateCull -1: disabled, default: 4000
)
--entity_scale(me, 0.9, 0.9)
end
function update(me, dt)
entity_heal(me, 1)
--[[
if entity_hasTarget(me) then
if entity_isTargetInRange(me, 96) then
entity_moveTowardsTarget(me, dt, -1000)
end
end
]]--
entity_touchAvatarDamage(me, 64, 1, 0.1)
local amount = 1000
if v.dir == 0 then
entity_addVel(me, -amount, 0)
elseif v.dir == 1 then
entity_addVel(me, 0, amount)
elseif v.dir == 2 then
entity_addVel(me, amount, 0)
elseif v.dir == 3 then
entity_addVel(me, 0, -amount)
end
entity_updateMovement(me, dt)
--[[
if entity_getTarget(me) ~= 0 then
entity_flipToEntity(me, entity_getTarget(me))
end
if v.fireDelay > 0 then
v.fireDelay = v.fireDelay - dt
if v.fireDelay < 0 then
v.fireDelay = 0
end
end
if entity_getState(me)==STATE_IDLE then
if not entity_hasTarget(me) then
entity_findTarget(me, 1000)
entity_clearVel(me)
else
if entity_isTargetInRange(me, 4000) then
entity_moveTowardsTarget(me, dt, 500) -- move in if we're too far away
if entity_isTargetInRange(me, 350) and v.fireDelay==0 then
entity_setState(me, STATE_FIRE, 0.5)
end
else
entity_clearVel(me)
end
end
end
if entity_getState(me)==STATE_FIRE then
entity_moveTowardsTarget(me, dt, -600)
end
]]--
--[[
if entity_getState(me)==STATE_PULLBACK then
if not entity_hasTarget(me) then
entity_setState(me, STATE_IDLE)
else
if entity_isTargetInRange(me, 400) then
entity_moveTowardsTarget(me, dt, -5000)
else
entity_setState(me, STATE_IDLE)
end
end
end
]]--
--[[
entity_doEntityAvoidance(me, dt, 128, 0.2);
-- entity_doSpellAvoidance(dt, 200, 1.5);
entity_doCollisionAvoidance(me, dt, 6, 0.5);
--entity_rotateToVel(me, 0.1)
]]--
end
function enterState(me)
end
function exitState(me)
end
function hitSurface(me)
--entity_flipHorizontal(me)
v.dir = v.dir + 1
if v.dir > 3 then
v.dir = 0
end
end
function activate(me)
end