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Aquaria/game_scripts/scripts/entities/spooter.lua

188 lines
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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
-- ================================================================================================
-- S P O O T E R (I C E S C O O T E R)
-- ================================================================================================
-- specific
local STATE_JUMP = 1000
local STATE_TRANSITION = 1001
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.jumpDelay = 0
v.moveTimer = 0
v.rotateOffset = 0
v.hungry = true
v.fedTime = 0
v.eatTime = 0
v.eating = 0
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"spooter", -- texture
9, -- health
2, -- manaballamount
2, -- exp
10, -- money
40, -- 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)
4000 -- updateCull -1: disabled, default: 4000
)
entity_clampToSurface(me)
entity_setWeight(me, 300)
entity_setDeathParticleEffect(me, "PurpleExplode")
entity_setSegs(me, 2, 16, 0.4, 0.4, -0.05, 0, 6, 1)
esetv(me, EV_WALLOUT, 24)
esetv(me, EV_ENTITYDIED, 1)
end
local function startEating(me, krill)
v.eating = krill
v.hungry = false
entity_setState(krill, STATE_WAIT)
entity_scale(krill, 0, 0, 1.5)
entity_scale(me, 1,1)
entity_scale(me, 1,0.5, 0.5, -1, 1)
end
local function clearEating(me)
entity_scale(me, 1,1)
v.fedTime = 2
v.eatTime = 0
v.eating = 0
v.hungry = false
end
-- warning: only called if EV_ENTITYDIED set to 1!
function entityDied(me, ent)
if ent == v.eating then
clearEating(me)
end
end
function update(me, dt)
if entity_getState(me)==STATE_IDLE then
--, 24
entity_rotateToSurfaceNormal(me, 0.1)
if v.eating==0 then
entity_moveAlongSurface(me, dt, 100, 6)
v.moveTimer = v.moveTimer + dt
if v.moveTimer > 30 then
entity_switchSurfaceDirection(me)
v.moveTimer = 0
end
if not(entity_hasTarget(me)) then
entity_findTarget(me, 1200)
else
if entity_isTargetInRange(me, 600) then
v.jumpDelay = v.jumpDelay - dt
if v.jumpDelay < 0 then
v.jumpDelay = 3
entity_setState(me, STATE_JUMP)
end
end
end
end
elseif entity_getState(me)==STATE_JUMP then
v.rotateOffset = v.rotateOffset + dt * 400
if v.rotateOffset > 180 then
v.rotateOffset = 180
end
entity_rotateToVel(me, 0.1, v.rotateOffset)
entity_updateMovement(me, dt)
elseif not(entity_isState(me, STATE_TRANSITION)) then
entity_updateMovement(me, dt)
end
entity_touchAvatarDamage(me, 64, 1, 400)
entity_handleShotCollisions(me)
end
function hitSurface(me)
if entity_getState(me)==STATE_JUMP then
local t = egetvf(me, EV_CLAMPTRANSF)
if entity_checkSurface(me, 6, STATE_TRANSITION, t) then
entity_rotateToSurfaceNormal(me, 0)
entity_scale(me, 1, 0.5)
entity_scale(me, 1, 1, t)
entity_setInternalOffset(me, 0, 64)
entity_setInternalOffset(me, 0, 0, t)
else
local nx, ny = getWallNormal(entity_getPosition(me))
nx, ny = vector_setLength(nx, ny, 400)
entity_addVel(me, nx, ny)
end
--[[
if entity_isNearObstruction(me, 4, OBSCHECK_4DIR) then
entity_clampToSurface(me)
entity_setState(me, STATE_TRANSITION, 0.001)
end
]]--
end
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_setMaxSpeed(me, 800)
elseif entity_getState(me)==STATE_JUMP then
v.rotateOffset = 0
entity_applySurfaceNormalForce(me, 800)
entity_adjustPositionBySurfaceNormal(me, 10)
end
end
function exitState(me)
if entity_getState(me)==STATE_TRANSITION 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_JUMP)
end
return true
end