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Aquaria/game_scripts/scripts/entities/lightcrystalcommon.lua

81 lines
2.1 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
-- LIGHT CRYSTAL
v.charge = 0
v.delay = 1
v.glow = 0
function init(me)
setupEntity(me)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
entity_setProperty(me, EP_MOVABLE, true)
entity_setCollideRadius(me, 32)
entity_setWeight(me, 300)
entity_setMaxSpeed(me, 450)
entity_setEntityType(me, ET_NEUTRAL)
entity_initSkeletal(me, "LightCrystal")
entity_animate(me, "idle", -1)
v.bone_glow = entity_getBoneByName(me, "Glow")
bone_alpha(v.bone_glow, 0)
v.glow = createQuad("Naija/LightFormGlow", 13)
quad_scale(v.glow, 6, 6)
quad_alpha(v.glow, 0)
end
function update(me, dt)
entity_updateMovement(me, dt)
entity_updateCurrents(me)
quad_setPosition(v.glow, entity_getPosition(me))
end
function enterState(me)
if entity_isState(me, STATE_CHARGED) then
quad_alpha(v.glow, 1)
bone_alpha(v.bone_glow, 1)
elseif entity_isState(me, STATE_CHARGE) then
quad_alpha(v.glow, 1, 1.5)
bone_alpha(v.bone_glow, 1, 1.5)
playSfx("SunForm")
elseif entity_isState(me, STATE_DEAD) then
quad_delete(v.glow)
end
end
function exitState(me)
end
function hitSurface(me)
--entity_sound(me, "rock-hit")
end
function damage(me, attacker, bone, damageType, dmg)
return false
end
function activate(me)
end