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Aquaria/game_scripts/scripts/entities/_unused/skeletaltest.lua

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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
-- skeletal test
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.swimTime = 0.75
v.swimTimer = v.swimTime - v.swimTime/4
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init()
setupBasicEntity(
"", -- texture
6, -- health
1, -- manaballamount
1, -- exp
1, -- money
28, -- collideRadius
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
1, -- 0/1 hit other entities off/on (uses collideRadius)
4000 -- updateCull -1: disabled, default: 4000
)
--entity_scale(0.5, 0.5)
entity_initSkeletal("mer", "drask")
entity_animate("swim", -1)
end
function update(dt)
if not entity_hasTarget() then
entity_findTarget(1000)
else
if entity_hasTarget() then
if entity_isTargetInRange(64) then
entity_hurtTarget(1);
-- entity_moveTowardsTarget(dt, -1000)
end
end
--[[
v.swimTimer = v.swimTimer + dt
if v.swimTimer > v.swimTime then
entity_moveTowardsTarget(1, 400)
entity_doCollisionAvoidance(1, 6, 0.5);
entity_doEntityAvoidance(1, 256, 0.2);
entity_rotateToVel(0.2)
v.swimTimer = v.swimTimer - v.swimTime
else
entity_moveTowardsTarget(dt, 100)
entity_doEntityAvoidance(dt, 64, 0.1);
entity_doCollisionAvoidance(dt, 6, 0.5);
end
]]--
entity_moveTowardsTarget(dt, 1000)
entity_rotateToVel(0.1)
entity_doCollisionAvoidance(dt, 6, 0.5)
end
--entity_doFriction(dt, 700)
entity_updateMovement(dt)
end
function enterState()
if entity_getState()==STATE_IDLE then
entity_setMaxSpeed(200)
end
end
function exitState()
end
function hitSurface()
end