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Aquaria/game_scripts/scripts/entities/energybarrier.lua
fgenesis 47c31660ca minor script fixes
- restored leach.lua 1.1.1 compatibility (entity_*TargetLeaches still works)
- fixed possible script warning when picking up a collectible
- made energy bariers ignore damage
2011-11-21 00:01:12 +01:00

204 lines
5.8 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
-- energy barrier
v.init_x = 0
v.init_y = 0
v.dist = 700
v.lastRot = -1
v.topy=0
v.btmy=0
v.leftx=0
v.rightx=0
v.halfWidth = 32
v.flicker = false
local FLICKER_TIME1 = 1.2
local FLICKER_TIME2 = 1.0
v.flickerTimer = FLICKER_TIME1
v.orient = ORIENT_NONE
function v.commonInit(me)
setupEntity(me, "EnergyBarrier", 1)
entity_setActivationType(me, AT_NONE)
entity_setUpdateCull(me, 1024)
entity_alpha(me, 0)
entity_setAllDamageTargets(me, false)
end
function update(me, dt)
local adjust = 25
if entity_getRotation(me) ~= v.lastRot then
v.lastRot = entity_getRotation(me)
if entity_getRotation(me) < 90 then
v.topy = findWall(entity_x(me), entity_y(me), 0, -1)
v.btmy = findWall(entity_x(me), entity_y(me), 0, 1)
v.leftx = entity_x(me)-v.halfWidth
v.rightx = entity_x(me)+v.halfWidth
v.orient = ORIENT_VERTICAL
v.topy = v.topy + adjust
v.btmy = v.btmy - adjust
entity_setWidth(me, v.rightx-v.leftx)
entity_setHeight(me, v.btmy-v.topy)
elseif entity_getRotation(me) < 180 then
v.leftx = findWall(entity_x(me), entity_y(me), -1, 0)
v.rightx = findWall(entity_x(me), entity_y(me), 1, 0)
v.topy = entity_y(me)-v.halfWidth
v.btmy = entity_y(me)+v.halfWidth
v.orient = ORIENT_HORIZONTAL
v.leftx = v.leftx + adjust
v.rightx = v.rightx - adjust
entity_setHeight(me, v.rightx-v.leftx)
entity_setWidth(me, v.btmy-v.topy)
end
end
if entity_isState(me, STATE_PULSE) then
v.pulseTimer = v.pulseTimer - dt
if v.pulseTimer < 0 then
entity_setState(me, STATE_OFF)
end
end
if entity_isState(me, STATE_FLICKER) then
v.flickerTimer = v.flickerTimer - dt
if v.flickerTimer < 0 then
if v.flicker == false then
v.flickerTimer = FLICKER_TIME1
elseif v.flicker == true then
v.flickerTimer = FLICKER_TIME2
end
if v.flicker then
entity_alpha(me, 0, 0.1)
v.flicker = false
--setSceneColor(1, 1, 1, 0.5)
else
entity_playSfx(me, "FizzleBarrier")
if entity_getRotation(me) == 0 then
spawnParticleEffect("EnergyBarrierFlicker", entity_x(me), entity_y(me))
else
spawnParticleEffect("EnergyBarrierFlicker2", entity_x(me), entity_y(me))
end
entity_alpha(me, 1, 0.1)
v.flicker = true
--setSceneColor(1, 0.5, 0.5, 0.5)
end
end
end
if entity_isState(me, STATE_IDLE)
or (entity_isState(me, STATE_FLICKER) and v.flicker==true)
or entity_isState(me, STATE_PULSE)
then
--debugLog("state is idle")
local e = getFirstEntity()
while e ~= 0 do
--debugLog("Found an entity")
if (entity_getEntityType(e)==ET_ENEMY or entity_getEntityType(e)==ET_AVATAR)
and not entity_isProperty(e, EP_MOVABLE) and not entity_isDead(e) and entity_getCollideRadius(e) > 0 and not eisv(e, EV_TYPEID, EVT_PET) then
--debugLog("Found an enemy / the player")
if entity_x(e) >= v.leftx and entity_x(e) <= v.rightx
and entity_y(e) >= v.topy and entity_y(e) <= v.btmy then
if v.orient == ORIENT_VERTICAL then
if entity_x(e) > entity_x(me) then
entity_push(e, 1000, entity_vely(e), 0.5, 1000)
else
entity_push(e, -1000, entity_vely(e), 0.5, 1000)
end
elseif v.orient == ORIENT_HORIZONTAL then
if entity_y(e) > entity_y(me) then
entity_push(e, entity_velx(e), 1000, 0.5, 1000)
else
entity_push(e, entity_velx(e), -1000, 0.5, 1000)
end
end
spawnParticleEffect("HitEnergyBarrier", entity_x(e), entity_y(e))
if entity_getEntityType(e) == ET_AVATAR then
debugLog("hit avatar")
entity_damage(e, me, 1)
else
entity_damage(e, me, 2)
end
end
end
e = getNextEntity()
end
end
--[[
if not entity_isState(me, STATE_OPENED) and not entity_isState(me, STATE_OPEN) then
init_x = entity_x(me)
init_y = entity_y(me)
end
if entity_getState(me)==STATE_OPEN then
--reconstructGrid()
if not entity_isInterpolating(me) then
entity_setState(me, STATE_OPENED)
end
end
]]--
end
function enterState(me)
if entity_isState(me, STATE_DISABLED) then
entity_alpha(me, 0)
elseif entity_isState(me, STATE_PULSE) then
entity_alpha(me, 1, 0.1)
spawnParticleEffect("EnergyBarrierFlicker", entity_x(me), entity_y(me))
v.pulseTimer = 1
elseif entity_isState(me, STATE_OFF) then
entity_alpha(me, 0, 0.1)
end
--[[
if entity_isState(me, STATE_OPEN) then
if entity_getRotation(me)==0 then
entity_interpolateTo(me, init_x, init_y-dist, 2)
elseif entity_getRotation(me) == 90 then
entity_interpolateTo(me, init_x+dist, init_y, 2)
elseif entity_getRotation(me) == 270 then
entity_interpolateTo(me, init_x-dist, init_y, 2)
end
elseif entity_isState(me, STATE_OPENED) then
if entity_getRotation(me)==0 then
entity_setPosition(me, init_x, init_y-dist)
elseif entity_getRotation(me) == 90 then
entity_setPosition(me, init_x+dist, init_y)
elseif entity_getRotation(me) == 270 then
entity_setPosition(me, init_x-dist, init_y)
end
reconstructGrid()
end
]]--
end
function exitState(me)
end
function hitSurface(me)
end