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Aquaria/game_scripts/scripts/entities/slipperlobster.lua

172 lines
4.6 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
-- ================================================================================================
-- S L I P P E R L O B S T E R
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.speed = 150
v.delay = 0.5
v.rotate = 0
v.moveaway = 0
local STATE_ROTATE = 1000
local STATE_WALK = 1001
local STATE_MOVEAWAY = 1002
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "SlipperLobster")
--entity_setAllDamageTargets(me, false)
--entity_generateCollisionMask(me)
entity_setCollideRadius(me, 128)
entity_setState(me, STATE_IDLE)
entity_setHealth(me, 3)
--entity_setDeathParticleEffect(me, "TinyRedExplode")
entity_setUpdateCull(me, 4000)
entity_scale(me, 0.9, 0.9)
entity_setCanLeaveWater(me, true)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
--entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
--entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
end
function postInit(me)
v.n = getNaija()
--entity_setTarget(me, v.n)
end
function update(me, dt)
if entity_isState(me, STATE_IDLE) then
entity_setState(me, STATE_WALK)
elseif entity_isState(me, STATE_ROTATE) then
entity_rotate(me, entity_getRotation(me)-90*dt)
v.rotate = v.rotate + dt
if v.rotate >= 1 then
debugLog(entity_getRotation(me))
if entity_getRotation(me) > 45 and entity_getRotation(me) < 135 then
entity_rotate(me, 90)
elseif entity_getRotation(me) > 135 and entity_getRotation(me) < 225 then
entity_rotate(me, 180)
elseif entity_getRotation(me) < -45 and entity_getRotation(me) > -135 then
entity_rotate(me, -90)
else
entity_rotate(me, 0)
debugLog("FUCK")
end
v.rotate = 0
entity_setState(me, STATE_WALK)
end
elseif entity_isState(me, STATE_WALK) then
local coll = 0
-- WALL COLLISION CHECK
local vx, vy = entity_getNormal(me)
vx, vy = vector_setLength(vx, vy, 2.5)
if isObstructedBlock(entity_x(me) + vx*65, entity_y(me) + vy*65, 2) then
entity_setState(me, STATE_ROTATE)
coll = 1
end
if coll == 0 then
vx, vy = vector_setLength(vx, vy, v.speed*dt)
entity_setPosition(me, entity_x(me) + vx, entity_y(me) + vy)
end
local rangeNode = entity_getNearestNode(me, "KILLENTITY")
if node_isPositionIn(rangeNode, entity_x(me), entity_y(me)) then
debugLog("DIEEE")
entity_setState(me, STATE_DEAD)
end
else
entity_setState(me, STATE_IDLE)
end
--entity_updateMovement(me, dt)
--entity_handleShotCollisions(me)
if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 400) then
--entity_moveTowardsTarget(me, 1, -500)
end
entity_handleShotCollisions(me)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_ROTATE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_WALK) then
entity_animate(me, "idle", -1)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
playNoEffect()
return false
end
function animationKey(me, key)
end
function hitSurface(me)
--debugLog("HIT")
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end