mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-16 22:59:19 +00:00
47c31660ca
- restored leach.lua 1.1.1 compatibility (entity_*TargetLeaches still works) - fixed possible script warning when picking up a collectible - made energy bariers ignore damage
149 lines
4.4 KiB
Lua
149 lines
4.4 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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-- ================================================================================================
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-- L E A C H
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-- ================================================================================================
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-- entity specific
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local STATE_ATTACHED = 1000
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local STATE_FLYOFF = 1001
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.attachOffsetX = 0
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v.attachOffsetY = 0
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v.attachBone = 0
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v.rollTime = 0
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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function init(me)
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v.maxRollTime = math.random(10)/10.0 + 0.5
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setupBasicEntity(
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me,
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"Leach", -- texture
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3, -- health
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0, -- manaballamount
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1, -- exp
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0, -- money
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16, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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64, -- sprite width
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64, -- sprite height
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0, -- 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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5000, -- updateCull -1: disabled, default: 4000
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1
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)
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entity_setDeathParticleEffect(me, "LeachExplode")
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end
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function update(me, dt)
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if entity_getState(me)==STATE_IDLE then
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if not entity_hasTarget(me) then
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entity_findTarget(me, 550)
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else
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if entity_isTargetInRange(me, 32) then
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if not isForm(FORM_FISH) then
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entity_setState(me, STATE_ATTACHED)
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end
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elseif entity_isTargetInRange(me, 300) then
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entity_setMaxSpeed(me, 800)
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entity_moveTowardsTarget(me, dt, 2100)
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else
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entity_moveTowardsTarget(me, dt, 200)
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end
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entity_doCollisionAvoidance(me, dt, 5, 1)
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end
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elseif entity_getState(me)==STATE_ATTACHED then
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if isForm(FORM_FISH) then
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entity_setState(me, STATE_FLYOFF, 2)
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return
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end
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entity_rotate(me, bone_getWorldRotation(v.attachBone))
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entity_setPosition(me, bone_getWorldPosition(v.attachBone))
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if avatar_isRolling() then
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v.rollTime = v.rollTime + dt
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if v.rollTime > v.maxRollTime then
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entity_setState(me, STATE_FLYOFF, 2)
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end
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end
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end
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if not(entity_isState(me, STATE_ATTACHED)) then
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entity_updateMovement(me, dt)
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entity_rotateToVel(me, 0.1)
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entity_handleShotCollisions(me)
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end
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end
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function enterState(me)
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if entity_getState(me)==STATE_IDLE then
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entity_setEntityType(me, ET_ENEMY)
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entity_setMaxSpeed(me, 400)
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elseif entity_getState(me)==STATE_ATTACHED then
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entity_setEntityType(me, ET_NEUTRAL)
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entity_setMaxSpeed(me, 0)
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entity_incrTargetLeaches(me)
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entity_sound(me, "Leach")
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v.attachBone = entity_getNearestBoneToPosition(entity_getTarget(me), entity_getPosition(me))
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--[[
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v.attachOffsetX = entity_x(me) - entity_getTargetPositionX(me)
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v.attachOffsetY = entity_y(me) - entity_getTargetPositionY(me)
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]]--
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elseif entity_isState(me, STATE_FLYOFF) then
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entity_setEntityType(me, ET_ENEMY)
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v.rollTime = 0
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entity_setMaxSpeed(me, 800)
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entity_addRandomVel(me, 1000)
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end
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end
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function exitState(me)
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if entity_getState(me)==STATE_ATTACHED then
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-- entity_setState(STATE_IDLE)
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entity_decrTargetLeaches(me)
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elseif entity_isState(me, STATE_FLYOFF) then
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entity_setState(me, STATE_IDLE)
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end
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end
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function hitSurface(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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if damageType == DT_AVATAR_BITE then
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entity_setHealth(me, 0)
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end
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return true
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end
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