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Aquaria/files/scripts/entities/walker.lua

143 lines
4.2 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
-- ================================================================================================
-- W A L K E R (alpha)
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.moveTimer = 0
v.n = 0
v.seen = false
v.sighTimer = 5
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function init(me)
setupBasicEntity(me,
"Walker/Body", -- texture
123, -- health
4, -- manaballamount
0, -- exp
0, -- money
480, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
512, -- sprite width
512, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
1, -- 0/1 hit other entities off/on (uses collideRadius)
3210 -- updateCull -1: disabled, default: 4000
)
entity_setCullRadius(me, 2048)
entity_setEntityType(me, ET_NEUTRAL)
entity_setDeathParticleEffect(me, "Explode")
entity_initSkeletal(me, "Walker")
v.bone_body = entity_getBoneByName(me, "Body")
entity_generateCollisionMask(me)
-- DARKEN BACK LEGS
local backLeg1Bottom = entity_getBoneByName(me, "BackLeg1Bottom")
local backLeg1Top = entity_getBoneByName(me, "BackLeg1Top")
local BackLeg2Bottom = entity_getBoneByName(me, "BackLeg2Bottom")
local backLeg2Top = entity_getBoneByName(me, "BackLeg2Top")
local cl = 0.64
bone_setColor(backLeg1Bottom, cl, cl, cl)
bone_setColor(backLeg1Top, cl, cl, cl)
bone_setColor(BackLeg2Bottom, cl, cl, cl)
bone_setColor(backLeg2Top, cl, cl, cl)
entity_scale(me, 1.23, 1.23)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
--esetv(me, EV_WALLOUT, 23)
--entity_clampToSurface(me)
end
function postInit(me)
entity_setState(me, STATE_IDLE)
v.n = getNaija()
-- FLIP WITH A FLIP NODE
local node = entity_getNearestNode(me, "FLIP")
if node ~=0 then
if node_isEntityIn(node, me) then
entity_fh(me)
--entity_switchSurfaceDirection(me)
end
end
end
function update(me, dt)
-- NAIJA ATTACHING TO BODY
local rideBone = entity_collideSkeletalVsCircle(me, v.n)
if rideBone == v.bone_body and avatar_isBursting() and entity_setBoneLock(v.n, me, rideBone) then
elseif rideBone ~=0 then
local vecX, vecY = entity_getVectorToEntity(me, v.n, 1000)
entity_addVel(v.n, vecX, vecY)
end
-- emote
if entity_isEntityInRange(me, v.n, 512) then
if not v.seen then
if chance(50) then
emote(EMOTE_NAIJAWOW)
else
emote(EMOTE_NAIJALAUGH)
end
end
v.seen = true
v.sighTimer = v.sighTimer - dt
if v.sighTimer < 0 then
emote(EMOTE_NAIJAGIGGLE)
v.sighTimer = 8 + math.random(4)
end
end
-- MOVEMENT
--entity_rotateToSurfaceNormal(me, 0.54)
-- COLLISIONS
entity_handleShotCollisionsSkeletal(me)
end
function enterState(me)
if entity_getState(me) == STATE_IDLE then
entity_animate(me, "idle", LOOP_INF)
end
end
function damage(me, attacker, bone, damageType, dmg)
playNoEffect()
return false
end