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Aquaria/game_scripts/scripts/entities/orbholder.lua
2011-11-20 15:44:17 +01:00

75 lines
2.1 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
-- orb holder
v.energyOrb = 0
v.openedDoors = false
v.savedOrb = false
function init(me)
setupEntity(me, "OrbHolder", -2)
entity_setActivationType(me, AT_NONE)
entity_setAllDamageTargets(me, false)
end
function update(me, dt)
if entity_getState(me)==STATE_IDLE then
if v.energyOrb == 0 then
local orb = entity_getNearestEntity(me, "EnergyOrb")
if orb ~=0 then
if entity_isEntityInRange(me, orb, 64) then
entity_setWeight(orb, 0)
entity_clearVel(orb)
v.energyOrb = orb
entity_setProperty(orb, EP_MOVABLE, false)
end
end
else
entity_clearVel(v.energyOrb)
entity_setPosition(v.energyOrb, entity_x(me), entity_y(me))
if not v.openedDoors and entity_isState(v.energyOrb, STATE_CHARGED) then
v.openedDoors = true
local node = entity_getNearestNode(me)
node_activate(node)
end
if not v.savedOrb and entity_isState(v.energyOrb, STATE_IDLE) then
local node = entity_getNearestNode(me)
node_activate(node)
v.savedOrb = true
end
if v.openedDoors and entity_isState(v.energyOrb, STATE_IDLE) then
v.openedDoors = false
end
end
end
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
end
end
function exitState(me)
end
function hitSurface(me)
end