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Aquaria/game_scripts/scripts/entities/natureformflowers.lua

105 lines
2.4 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
-- SPORE SEED
v.done = false
v.lifeTime = 0
local STATE_WITHER = 1001
function init(me)
setupEntity(me)
entity_initSkeletal(me, "NatureFormFlowers")
entity_setCollideRadius(me, 0)
entity_setInternalOffset(me, 0, -32)
v.lifeTime = 5
entity_alpha(me, 0)
entity_alpha(me, 1, 0.1)
entity_scale(me, 0.5, 0)
local v = math.random(100)/250.0
entity_scale(me, 0.95+v, 0.95+v, 0.5, 0, 0, 1)
--entity_clampToSurface(me)
entity_setState(me, STATE_IDLE)
local c = (math.random(100)/100.0)*0.1 + 0.9
entity_setColor(me, c, c, c)
if chance(50) then
entity_fh(me)
end
--debugLog("HEREE!!!")
end
function postInit(me)
entity_clampToSurface(me)
entity_rotateToSurfaceNormal(me)
--entity_rotateToSurfaceNormal(me)
--local c = ((math.random(200)-100)/100.0)*45
--entity_rotate(me, entity_getRotation(me) + c)
end
function songNote(me, note)
end
function update(me, dt)
if entity_isState(me, STATE_IDLE) then
if not v.done then
v.lifeTime = v.lifeTime - dt
if v.lifeTime < 0 then
v.done = true
entity_setState(me, STATE_WITHER)
end
end
end
end
function hitSurface(me)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_WITHER) then
entity_setStateTime(me, entity_animate(me, "wither")+2)
end
end
function damage(me, attacker, bone, damageType, dmg)
return false
end
function exitState(me)
if entity_isState(me, STATE_WITHER) then
local x, y = entity_getScale(me)
entity_scale(me, x, 0.4, 3)
entity_delete(me, 3)
end
end