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Aquaria/game_scripts/scripts/entities/seawolf.lua

171 lines
3.9 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.grab = 0
v.head = 0
v.attached = 0
local STATE_LUNGE = 1000
local STATE_BACK = 1001
local STATE_WAIT2 = 1002
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "seawolf")
entity_setEntityLayer(me, 1)
entity_setAllDamageTargets(me, false)
v.grab = entity_getBoneByName(me, "grab")
v.head = entity_getBoneByName(me, "head")
--entity_generateCollisionMask(me)
entity_setState(me, STATE_IDLE)
entity_setCullRadius(me, 2000)
entity_setUpdateCull(me, 2300)
bone_alpha(v.grab, 0)
entity_offset(me, 0, -5)
entity_offset(me, 0, 5, 1, -1, 1, 1)
loadSound("seawolf")
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
local node = entity_getNearestNode(me, "flip")
if node ~= 0 then
if node_isEntityIn(node, me) then
entity_fh(me)
end
end
end
function update(me, dt)
--entity_updateMovement(me, dt)
local bx, by = bone_getWorldPosition(v.grab)
if entity_isState(me, STATE_IDLE) then
--debugLog(string.format("%f, %f", bx, by))
if entity_isPositionInRange(v.n, bx, by, 160) then
debugLog("SETTING STATE LUNGE")
entity_setState(me, STATE_LUNGE)
end
end
local bx2, by2 = bone_getWorldPosition(v.head)
if v.attached ~= 0 then
entity_setPosition(v.attached, bx2, by2)
end
--[[
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
]]--
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_LUNGE) then
playSfx("seawolf")
entity_setStateTime(me, entity_animate(me, "lunge"))
elseif entity_isState(me, STATE_WAIT) then
if v.attached ~= 0 then
entity_setStateTime(me, 3)
else
entity_setStateTime(me, 0.1)
end
elseif entity_isState(me, STATE_BACK) then
debugLog("back")
entity_setStateTime(me, entity_animate(me, "back"))
end
end
function exitState(me)
if entity_isState(me, STATE_LUNGE) then
local bx, by = bone_getWorldPosition(v.grab)
if entity_isPositionInRange(v.n, bx, by, 160) then
v.attached = v.n
end
if v.attached ~= 0 then
entity_damage(v.attached, me, 1)
end
entity_setState(me, STATE_WAIT)
elseif entity_isState(me, STATE_WAIT) then
entity_setState(me, STATE_BACK)
elseif entity_isState(me, STATE_WAIT2) then
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_BACK) then
if v.attached ~= 0 then
if v.attached == v.n then
--centerText("Lost Ingredients!")
local vx, vy = entity_getNormal(me)
local p = vy
vy = -vx
vx = p
if entity_isfh(me) then
vx = -vx
end
vx, vy = vector_setLength(vx, vy, 2000)
entity_idle(v.n)
entity_push(v.n, vx, vy, 1, 3000, 0.5)
end
end
v.attached = 0
entity_setState(me, STATE_WAIT2, 3)
end
end
function damage(me, attacker, bone, damageType, dmg)
return false
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