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Aquaria/game_scripts/scripts/entities/babydeepshrimp.lua

175 lines
4.9 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
-- ================================================================================================
-- Rood Shrimp
-- ================================================================================================
-- specific
local STATE_JUMP = 1000
local STATE_TRANSITION = 1001
local STATE_RETURNTOWALL = 1002
local STATE_SURFACE = 1003
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.moveTimer = 0
v.moveDir = 0
v.avoidCollisionsTimer = 0
v.glow = 0
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"BabyDeepShrimp", -- texture
3, -- health
2, -- manaballamount
2, -- exp
10, -- money
16, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
64, -- sprite width
64, -- sprite height
1, -- particle "explosion" type, 0 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
3000, -- updateCull -1: disabled, default: 4000
1
)
entity_setMaxSpeed(me, 500)
--entity_clampToSurface(me)
entity_setState(me, STATE_IDLE)
entity_setDropChance(me, 10)
entity_setDeathParticleEffect(me, "PurpleExplode")
v.glow = createQuad("Naija/LightFormGlow", 13)
quad_scale(v.glow, 1, 1)
quad_scale(v.glow, 1.2, 1.2, 0.5, -1, 1, 1)
entity_offset(me, 0, -40, 1, -1, 1)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
end
function update(me, dt)
entity_handleShotCollisions(me)
if entity_isState(me, STATE_IDLE) then
v.avoidCollisionsTimer = v.avoidCollisionsTimer + dt
if v.avoidCollisionsTimer > 5 then
v.avoidCollisionsTimer = 0
end
v.moveTimer = v.moveTimer + dt
if v.moveTimer < 1.5 then
-- move
local amount = 2000*dt
if v.moveDir == 0 then
entity_addVel(me, -amount, 0)
if entity_isFlippedHorizontal(me) then
entity_flipHorizontal(me)
end
elseif v.moveDir == 1 then
entity_addVel(me, 0, amount)
elseif v.moveDir == 2 then
entity_addVel(me, amount, 0)
if not entity_isFlippedHorizontal(me) then
entity_flipHorizontal(me)
end
elseif v.moveDir == 3 then
entity_addVel(me, 0, amount)
end
elseif v.moveTimer > 3 then
-- stop
--entity_clearVel(me)
v.moveTimer = 0
v.moveDir = v.moveDir + 1
if v.moveDir >= 4 then
v.moveDir = 0
end
elseif v.moveTimer > 2.5 then
local factor = 5*dt
entity_addVel(me, -entity_velx(me)*factor, -entity_vely(me)*factor)
end
if v.avoidCollisionsTimer < 4 then
entity_doCollisionAvoidance(me, dt, 4, 1.0)
end
entity_updateMovement(me, dt)
elseif entity_isState(me, STATE_SURFACE) then
entity_moveAlongSurface(me, dt, 20, 2)
entity_rotateToSurfaceNormal(me, 0.1)
if not entity_isFlippedHorizontal(me) then
entity_flipHorizontal(me)
end
--entity_rotateToVel(me, 0.1)
end
local x, y = entity_getPosition(me)
quad_setPosition(v.glow, x, y, 0.05)
end
function hitSurface(me)
entity_clampToSurface(me)
entity_setState(me, STATE_SURFACE, 3+math.random(2))
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
v.avoidCollisionsTimer = 0
elseif entity_isState(me, STATE_SURFACE) then
entity_clearVel(me)
if chance(50) then
entity_switchSurfaceDirection(me, 1)
if entity_isFlippedHorizontal(me) then
entity_flipHorizontal(me)
end
else
entity_switchSurfaceDirection(me, 0)
if not entity_isFlippedHorizontal(me) then
entity_flipHorizontal(me)
end
end
elseif entity_isState(me, STATE_DEAD) then
if v.glow ~= 0 then
quad_delete(v.glow)
end
end
end
function damage(me, attacker, bone, damageType, dmg)
return true
end
function exitState(me)
if entity_isState(me, STATE_SURFACE) then
entity_rotate(me, 0, 1)
entity_setState(me, STATE_IDLE)
end
end