mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-27 02:33:50 +00:00
216 lines
4.7 KiB
Lua
216 lines
4.7 KiB
Lua
-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria is free software; you can redistribute it and/or
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-- modify it under the terms of the GNU General Public License
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-- as published by the Free Software Foundation; either version 2
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-- of the License, or (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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--
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-- See the GNU General Public License for more details.
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--
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-- You should have received a copy of the GNU General Public License
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-- along with this program; if not, write to the Free Software
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-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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-- P E T N A U T I L U S
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local STATE_ATTACKPREP = 1000
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local STATE_ATTACK = 1001
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v.lungeDelay = 0
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v.spinDir = -1
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v.rot = 0
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v.rot2 = 0
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v.shotDrop = 0
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v.fireDelay = 0
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v.shotsFired = 0
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v.fig = 1
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function init(me)
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setupBasicEntity(
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me,
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"", -- texture
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4, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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0, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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90, -- sprite width
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90, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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-1, -- updateCull -1: disabled, default: 4000
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1
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)
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entity_initSkeletal(me, "Blaster")
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entity_scale(me, 0.5, 0.5)
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entity_setDeathParticleEffect(me, "TinyBlueExplode")
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v.lungeDelay = 1.0
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v.rot = 0
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esetv(me, EV_LOOKAT, 0)
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esetv(me, EV_ENTITYDIED, 1)
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esetv(me, EV_TYPEID, EVT_PET)
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for i=DT_AVATAR,DT_AVATAR_END do
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entity_setDamageTarget(me, i, false)
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end
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end
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function postInit(me)
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v.n = getNaija()
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end
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function update(me, dt)
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if getPetPower()==1 then
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entity_setColor(me, 1, 0.5, 0.5, 0.1)
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else
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entity_setColor(me, 1, 1, 1, 1)
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end
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if not isInputEnabled() or not entity_isUnderWater(v.n) then
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entity_setPosition(me, entity_x(v.n), entity_y(v.n), 0.3)
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entity_alpha(me, 0, 0.1)
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return
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else
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entity_alpha(me, 1, 0.1)
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end
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local naijaUnder = entity_y(v.n) > getWaterLevel()
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if naijaUnder then
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if entity_y(me)-32 < getWaterLevel() then
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entity_setPosition(me, entity_x(me), getWaterLevel()+32)
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end
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else
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if entity_isState(me, STATE_FOLLOW) then
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entity_setPosition(me, entity_x(v.n), entity_y(v.n), 0.1)
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end
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end
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if entity_isState(me, STATE_FOLLOW) then
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v.rot = v.rot + dt*0.75
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v.rot2 = v.rot2 + dt *0.25
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if v.rot > 1 then
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v.rot = v.rot - 1
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if v.fig == 1 then
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v.fig = -1
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else
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v.fig = 1
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end
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end
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if v.rot2 > 1 then
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v.rot2 = v.rot2 - 1
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end
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local dist = 200
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local t = 0
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local t2 = 0
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local x = 0
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local y = 0
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if avatar_isRolling() then
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dist = 90
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v.spinDir = -avatar_getRollDirection()
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t = v.rot * 6.28
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t2 = v.rot2 * 6.28
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else
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t = v.rot * 6.28
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t2 = v.rot2 * 6.28
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end
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if not entity_isEntityInRange(me, v.n, 1024) then
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entity_setPosition(me, entity_getPosition(v.n))
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end
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x = x + math.cos(t)*dist
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y = y + math.sin(t2)*dist
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if naijaUnder then
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entity_setPosition(me, entity_x(v.n)+x, entity_y(v.n)+y, 0.6)
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end
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--entity_handleShotCollisions(me)
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local ent = entity_getNearestEntity(me, "", 600, ET_ENEMY, DT_AVATAR_ENERGYBLAST)
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if ent~= 0 and not entity_isDamageTarget(ent, DT_AVATAR_PET) then
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ent = 0
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end
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local off = 0
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local t = 0.15
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if ent == 0 then
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ent = v.n
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entity_rotateOffset(me, 180)
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t = 0
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else
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entity_rotateOffset(me, 0)
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end
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if ent ~= 0 then
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entity_rotateToEntity(me, ent, t, off)
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end
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v.lungeDelay = v.lungeDelay - dt * (getPetPower()+1)
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if v.lungeDelay < 0 then
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v.fireDelay = v.fireDelay - dt * (getPetPower()+1)
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if v.fireDelay < 0 then
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if ent ~= 0 and ent ~= v.n then
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local s = createShot("PetBlasterFire", me, ent, entity_x(me), entity_y(me))
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local tx, ty = entity_getTargetPoint(ent, 0)
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local vx = tx - entity_x(me)
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local vy = ty - entity_y(me)
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shot_setAimVector(s, vx, vy)
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end
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v.shotsFired = v.shotsFired + 1
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v.fireDelay = 0.2
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end
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if v.shotsFired >= 3 then
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v.lungeDelay = 3
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v.fireDelay = 0
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v.shotsFired = 0
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end
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end
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end
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end
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function entityDied(me, ent)
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end
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function enterState(me)
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if entity_isState(me, STATE_IDLE) then
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entity_animate(me, "idle", -1)
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elseif entity_isState(me, STATE_FOLLOW) then
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entity_animate(me, "idle", -1)
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end
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end
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function exitState(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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return false
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end
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function hitSurface(me)
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end
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function shiftWorlds(me, old, new)
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end
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