mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-16 22:59:19 +00:00
202 lines
5.1 KiB
Lua
202 lines
5.1 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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-- M E T A R A Y
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-- ================================================================================================
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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.dir = 0
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v.switchDirDelay = 0
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v.wiggleTime = 0
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v.wiggleDir = 1
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v.interestTimer = 0
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v.colorRevertTimer = 0
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v.collisionSegs = 50
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v.avoidLerp = 0
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v.avoidDir = 1
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v.interest = false
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v.jumpDelay = 0
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-- ================================================================================================
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-- F U N C T I O N S
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-- ================================================================================================
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function init(me)
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-- oldhealth : 40
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setupBasicEntity(
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me,
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"", -- texture
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12, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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32, -- 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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)
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entity_setDropChance(me, 50)
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entity_initHair(me, 32, 8, 32, "MetaRay/tail")
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--[[
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entity_initSegments(
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25, -- num segments
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2, -- minDist
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12, -- maxDist
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"wurm-body", -- body tex
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"wurm-tail", -- tail tex
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128, -- width
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128, -- height
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0.01, -- taper
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0 -- reverse segment direction
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)
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]]--
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if chance(50) then
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v.dir = 0
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else
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v.dir = 1
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end
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if chance(50) then
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v.interest = true
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end
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v.switchDirDelay = math.random(800)/100.0
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v.naija = getNaija()
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entity_addVel(me, math.random(1000)-500, math.random(1000)-500)
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entity_setDeathParticleEffect(me, "TinyRedExplode")
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entity_initSkeletal(me, "MetaRay")
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entity_generateCollisionMask(me)
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entity_animate(me, "idle", LOOP_INF)
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entity_setMaxSpeed(me, 500)
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entity_setCanLeaveWater(me, true)
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entity_scale(me, 0.75, 0.75)
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end
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-- the entity's main update function
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function update(me, dt)
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local dmg = 0
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if not entity_isUnderWater(me) and getForm() ~= FORM_BEAST then
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dmg = 0.5
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end
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entity_handleShotCollisionsSkeletal(me)
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-- in idle state only
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if entity_getState(me)==STATE_IDLE then
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entity_doCollisionAvoidance(me, dt, 10, 0.1)
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entity_doCollisionAvoidance(me, dt, 4, 0.5)
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end
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local bone = entity_collideSkeletalVsCircle(me, v.naija)
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if bone ~= 0 then
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entity_touchAvatarDamage(me, 0, dmg, 500)
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end
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if not entity_hasTarget(me) then
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entity_findTarget(me, 500)
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else
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-- has target
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if entity_isUnderWater(me) then
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if not entity_isNearObstruction(entity_getTarget(me), 5) then
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if v.interest then
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entity_moveTowardsTarget(me, dt, 500)
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end
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end
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end
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end
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entity_flipToVel(me)
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entity_rotateToVel(me, 0.3)
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entity_updateCurrents(me, dt)
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entity_updateMovement(me, dt)
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entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
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entity_updateHair(me, dt)
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if entity_isUnderWater(me) then
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v.jumpDelay = v.jumpDelay - dt
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if v.jumpDelay <= 0 then
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v.jumpDelay = 0
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entity_setCanLeaveWater(me, true)
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if entity_y(me) - getWaterLevel() < 400 then
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entity_addVel(me, 0, -1000*dt)
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end
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end
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v.interestTimer = v.interestTimer + dt
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if v.interestTimer > 12 then
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if v.interest then
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v.interest = false
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else
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v.interest = true
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end
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v.interestTimer = math.random(3)
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end
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end
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if entity_checkSplash(me) then
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if not entity_isUnderWater(me) then
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entity_setMaxSpeedLerp(me, 2)
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if entity_velx(me) < 0 then
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entity_addVel(me, -200, -500)
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else
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entity_addVel(me, 200, -500)
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end
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entity_setWeight(me, 600)
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v.jumpDelay = 2+math.random(5)
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else
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entity_setCanLeaveWater(me, false)
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entity_setWeight(me, 0)
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end
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end
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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_setMaxSpeed(me, 500)
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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 hitSurface(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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entity_setMaxSpeed(me, 600)
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return true
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end
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function songNote(me, note)
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end
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