mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-16 22:59:19 +00:00
172 lines
4.6 KiB
Lua
172 lines
4.6 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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-- S L I P P E R L O B S T E R
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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.speed = 150
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v.delay = 0.5
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v.rotate = 0
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v.moveaway = 0
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local STATE_ROTATE = 1000
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local STATE_WALK = 1001
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local STATE_MOVEAWAY = 1002
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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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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "SlipperLobster")
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--entity_setAllDamageTargets(me, false)
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--entity_generateCollisionMask(me)
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entity_setCollideRadius(me, 128)
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entity_setState(me, STATE_IDLE)
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entity_setHealth(me, 3)
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--entity_setDeathParticleEffect(me, "TinyRedExplode")
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entity_setUpdateCull(me, 4000)
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entity_scale(me, 0.9, 0.9)
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entity_setCanLeaveWater(me, true)
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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--entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
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--entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
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end
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function postInit(me)
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v.n = getNaija()
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--entity_setTarget(me, v.n)
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end
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function update(me, dt)
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if entity_isState(me, STATE_IDLE) then
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entity_setState(me, STATE_WALK)
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elseif entity_isState(me, STATE_ROTATE) then
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entity_rotate(me, entity_getRotation(me)-90*dt)
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v.rotate = v.rotate + dt
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if v.rotate >= 1 then
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debugLog(entity_getRotation(me))
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if entity_getRotation(me) > 45 and entity_getRotation(me) < 135 then
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entity_rotate(me, 90)
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elseif entity_getRotation(me) > 135 and entity_getRotation(me) < 225 then
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entity_rotate(me, 180)
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elseif entity_getRotation(me) < -45 and entity_getRotation(me) > -135 then
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entity_rotate(me, -90)
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else
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entity_rotate(me, 0)
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debugLog("FUCK")
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end
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v.rotate = 0
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entity_setState(me, STATE_WALK)
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end
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elseif entity_isState(me, STATE_WALK) then
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local coll = 0
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-- WALL COLLISION CHECK
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local vx, vy = entity_getNormal(me)
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vx, vy = vector_setLength(vx, vy, 2.5)
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if isObstructedBlock(entity_x(me) + vx*65, entity_y(me) + vy*65, 2) then
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entity_setState(me, STATE_ROTATE)
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coll = 1
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end
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if coll == 0 then
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vx, vy = vector_setLength(vx, vy, v.speed*dt)
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entity_setPosition(me, entity_x(me) + vx, entity_y(me) + vy)
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end
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local rangeNode = entity_getNearestNode(me, "KILLENTITY")
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if node_isPositionIn(rangeNode, entity_x(me), entity_y(me)) then
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debugLog("DIEEE")
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entity_setState(me, STATE_DEAD)
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end
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else
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entity_setState(me, STATE_IDLE)
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end
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--entity_updateMovement(me, dt)
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--entity_handleShotCollisions(me)
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if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 400) then
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--entity_moveTowardsTarget(me, 1, -500)
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end
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entity_handleShotCollisions(me)
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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_ROTATE) then
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entity_animate(me, "idle", -1)
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elseif entity_isState(me, STATE_WALK) 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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playNoEffect()
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return false
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end
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function animationKey(me, key)
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end
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function hitSurface(me)
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--debugLog("HIT")
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end
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function songNote(me, note)
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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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function activate(me)
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end
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