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Aquaria/game_scripts/scripts/entities/final-mutant.lua

118 lines
2.6 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
v.n = 0
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_setTexture(me, "final-mutant-0001")
entity_setCollideRadius(me, 20)
entity_setState(me, STATE_IDLE)
entity_setHealth(me, 6)
entity_setDropChance(me, 20, 1)
entity_scale(me, 0.75, 0.75)
entity_setDeathParticleEffect(me, "TinyRedExplode")
entity_setUpdateCull(me, 3000)
entity_setMaxSpeedLerp(me, 0.5)
esetv(me, EV_TYPEID, EVT_GATEWAYMUTANT)
end
function postInit(me)
v.n = getNaija()
--entity_setTarget(me, v.n)
end
function update(me, dt)
if not entity_hasTarget(me) then
entity_findTarget(me, 800)
if entity_hasTarget(me) then
entity_moveTowardsTarget(me, 1, 500)
end
else
entity_moveTowardsTarget(me, dt, 800)
entity_findTarget(me, 2000)
end
entity_doEntityAvoidance(me, dt, 32, 1)
entity_doCollisionAvoidance(me, dt, 4, 0.2)
entity_updateMovement(me, dt)
entity_rotateToVel(me, 0, 90)
entity_handleShotCollisions(me)
if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.75, 400) then
entity_moveTowardsTarget(me, 1, -500)
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
entity_setMaxSpeed(me, 500)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
-- eh... not going to happen
--[[
if damageType == DT_AVATAR_DUALFORMLI then
entity_changeHealth(me, -1000)
return true
end
]]--
return true
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end
function dieNormal(me)
--spawnIngredient("RubberyMeat", entity_x(me), entity_y(me))
end