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Aquaria/game_scripts/scripts/entities/splitter1.lua

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4.3 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
-- ================================================================================================
-- JELLY
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
local MOVE_STATE_UP = 0
local MOVE_STATE_DOWN = 1
v.moveState = 0
v.moveTimer = 0
v.velx = 0
v.waveDir = 1
v.waveTimer = 0
v.soundDelay = 0
function init(me)
setupBasicEntity(
me,
"", -- texture
3, -- health
2, -- manaballamount
2, -- exp
10, -- money
32, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, 0 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
2000, -- updateCull -1: disabled, default: 4000
1
)
--entity_setDeathParticleEffect(me, "PurpleExplode")
entity_initSkeletal(me, "Splitter1")
entity_scale(me, 1.1, 1.1)
entity_setDropChance(me, 40, 1)
--entity_setWeight(me, 300)
entity_setState(me, STATE_IDLE)
entity_setTarget(me, getNaija())
--entity_setDropChance(me, 100)
end
function update(me, dt)
dt = dt * 3
if entity_touchAvatarDamage(me, 32, 1, 1000) then
entity_sound(me, "JellyBlup", 800)
end
entity_handleShotCollisions(me)
v.moveTimer = v.moveTimer - dt
if v.moveTimer < 0 then
if v.moveState == MOVE_STATE_DOWN then
v.moveState = MOVE_STATE_UP
entity_setMaxSpeedLerp(me, 1.5, 0.2)
entity_scale(me, 0.75, 1, 1, 1, 1)
v.moveTimer = 3 + math.random(200)/100.0
entity_sound(me, "JellyBlup")
elseif v.moveState == MOVE_STATE_UP then
v.velx = math.random(400)+100
if math.random(2) == 1 then
v.velx = -v.velx
end
v.moveState = MOVE_STATE_DOWN
--doIdleScale(me)
entity_setMaxSpeedLerp(me, 1, 1)
v.moveTimer = 5 + math.random(200)/100.0 + math.random(3)
end
end
v.waveTimer = v.waveTimer + dt
if v.waveTimer > 2 then
v.waveTimer = 0
if v.waveDir == 1 then
v.waveDir = -1
else
v.waveDir = 1
end
end
if v.moveState == MOVE_STATE_UP then
--entity_addVel(me, v.velx*dt, -600*dt)
--entity_rotateToVel(me, 1)
entity_rotateTo(me, 0, 1)
if not entity_isNearObstruction(getNaija(), 3) then
entity_moveTowardsTarget(me, dt, 500)
end
elseif v.moveState == MOVE_STATE_DOWN then
entity_addVel(me, 0, 300*dt)
--entity_moveTowardsTarget(me, dt, 50)
entity_rotateTo(me, 0, 3)
entity_exertHairForce(me, 0, 200, dt*0.6, -1)
end
entity_doEntityAvoidance(me, dt, 32, 1.0)
entity_doCollisionAvoidance(me, 1.0, 8, 1.0)
entity_updateMovement(me, dt)
end
function hitSurface(me)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
entity_setMaxSpeed(me, 50)
elseif entity_isState(me, STATE_DEAD) then
createEntity("Splitter2", "", entity_x(me)-16, entity_y(me))
createEntity("Splitter2", "", entity_x(me)+16, entity_y(me))
end
end
function damage(me, attacker, bone, damageType, dmg)
return true
end
function exitState(me)
end