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Aquaria/game_scripts/scripts/entities/abaddon.lua

120 lines
2.8 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
v.n = 0
v.bone_tentacles = 0
v.fireDelay = 0
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "Abaddon")
--entity_setAllDamageTargets(me, true)
entity_generateCollisionMask(me)
v.bone_tentacles = entity_getBoneByName(me, "Tentacles")
entity_setDeathParticleEffect(me, "BigRedExplode")
entity_setDeathScene(me, true)
entity_setHealth(me, 24)
entity_setState(me, STATE_IDLE)
entity_setCullRadius(me, 512)
entity_setUpdateCull(me, 3000)
entity_setDropChance(me, 100, 1)
entity_setDamageTarget(me, DT_ENEMY_BEAM, false)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
entity_touchAvatarDamage(me, 0, 1, 400)
end
v.fireDelay = v.fireDelay + dt
if v.fireDelay > 4 then
v.fireDelay = 0
local radius = 64
local maxa = 3.14 * 2
local off = bone_getRotation(v.bone_tentacles)
local a = off
while a < maxa+off do
local s = createShot("Abaddon", me)
shot_setAimVector(s, math.sin(a), math.cos(a))
shot_setOut(s, radius)
a = a + (3.14*2)/8.0
end
end
entity_updateMovement(me, dt)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
bone_rotate(v.bone_tentacles, 360, 10, -1)
elseif entity_isState(me, STATE_DEATHSCENE) then
local t = 2
entity_offset(me, 10, 0, 0.05, -1, 1)
entity_setStateTime(me, t)
entity_scale(me, 0.2, 0.2, t, 0, 1)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
if bone == v.bone_tentacles then
return false
end
return true
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end