1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2024-12-28 07:45:49 +00:00
Aquaria/game_scripts/scripts/entities/sunkendoor.lua

103 lines
2.3 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
v.n = 0
--v.hits = 0
function init(me)
setupEntity(me)
entity_setEntityLayer(me, -2)
entity_setEntityType(me, ET_NEUTRAL)
entity_initSkeletal(me, "SunkenDoor")
--[[
entity_setAllDamageTargets(me, false)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
]]--
entity_generateCollisionMask(me)
entity_setState(me, STATE_IDLE)
entity_scale(me, 1.5, 1.5)
entity_setCullRadius(me, 1024)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
entity_clearVel(v.n)
entity_addVel(v.n, 500, 0)
entity_setPosition(v.n, entity_x(v.n)+2, entity_y(v.n))
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_OPEN) then
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
entity_animate(me, "open")
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
if entity_isState(me, STATE_IDLE) then
--[[
if damageType == DT_AVATAR_LIZAP then
v.hits = v.hits + dmg
if v.hits > 5 then
entity_setState(me, STATE_OPEN)
end
end
]]--
end
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