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Aquaria/game_scripts/scripts/entities/flatfish.lua

131 lines
3.1 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
v.target = 0
v.body = 0
v.moving = 0
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "FlatFish")
--entity_setAllDamageTargets(me, false)
entity_setEntityLayer(me, -1)
--entity_generateCollisionMask(me)
entity_setState(me, STATE_IDLE)
v.target = entity_getBoneByName(me, "Target")
v.body = entity_getBoneByName(me, "Body")
bone_alpha(v.target)
entity_setCanLeaveWater(me, true)
entity_setHealth(me, 6)
entity_setCollideRadius(me, 24)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
--entity_updateMovement(me, dt)
entity_checkSplash(me, bone_getWorldPosition(v.body))
if entity_isState(me, STATE_IDLE) then
local x, y = entity_getPosition(me)
local x2,y2 = bone_getWorldPosition(v.target)
if entity_collideCircleVsLine(v.n, x, y, x2, y2, 100) then
entity_setState(me, STATE_ATTACK)
end
end
entity_handleShotCollisions(me)
--[[
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
entity_damage(v.n, me, 0.5)
end
]]--
entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.5, 500)
entity_clearTargetPoints(me)
entity_addTargetPoint(me, bone_getWorldPosition(v.body))
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_ATTACK) then
entity_setStateTime(me, entity_animate(me, "attack"))
local len = 400
local x, y = entity_getPosition(me)
local nx, ny = entity_getNormal(me)
nx = nx * len
ny = ny * len
entity_setPosition(me, x+nx,y+ny,0.9, 1, -1, 1)
end
end
function exitState(me)
if entity_isState(me, STATE_ATTACK) then
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
if entity_isState(me, STATE_IDLE) then
entity_setState(me, STATE_ATTACK)
end
if damageType == DT_AVATAR_BITE then
entity_changeHealth(me, -2)
end
return true
end
function animationKey(me, key)
if entity_isState(me, STATE_ATTACK) and key == 1 then
--entity_setInternalOffset(me, 0, -400, 0.9, 1, -1, 1)
end
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end