mirror of
https://github.com/AquariaOSE/Aquaria.git
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173 lines
4.4 KiB
Lua
173 lines
4.4 KiB
Lua
-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria is free software; you can redistribute it and/or
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-- modify it under the terms of the GNU General Public License
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-- as published by the Free Software Foundation; either version 2
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-- of the License, or (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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--
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-- See the GNU General Public License for more details.
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--
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-- You should have received a copy of the GNU General Public License
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-- along with this program; if not, write to the Free Software
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-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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-- Tromulo
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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v.size = 0
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v.size0 = 0.6
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--[[
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v.size1 = 0.65
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v.size2 = 0.7
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v.size3 = 0.75
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v.size4 = 1.8
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v.size5 = 1.85
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v.size6 = 1.2
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v.size7 = 1.3
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v.size8 = 1.4
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]]--
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v.spd = 500
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v.angle = 0
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v.turnSpeed = 3.14
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v.dir = 1
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v.rotateTimer = 1
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v.straightLineTimer = 0
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function init(me)
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setupBasicEntity(
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me,
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"Tromulo", -- texture
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4, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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0, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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-1 -- updateCull -1: disabled, default: 4000
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)
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entity_scale(me, v.size0, v.size0)
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-- 2.5
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entity_setSegs(me, 2, 8, 0.8, 0.8, -0.018, 0, 6, 1)
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entity_setCollideRadius(me, 16)
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entity_initPart(me, "Tentacles", "Tromulo-Tentacles", 0, 16, 0)
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entity_partSetSegs(me, "Tentacles", 2, 32, 0.3, 0.3, -0.03, 0, 6, 1)
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v.angle = math.random(314*2)/100.0
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entity_setDeathParticleEffect(me, "Explode")
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entity_setInternalOffset(me, 0, 8)
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end
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local function getRadius(me)
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return 32 + v.size*9
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end
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function dieNormal(me)
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if chance(5) then
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spawnIngredient("SmallTentacle", entity_x(me), entity_y(me))
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end
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end
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function update(me, dt)
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dt = dt * 0.75
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v.angle = v.angle + v.turnSpeed * dt * v.dir
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if not entity_hasTarget(me) then
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entity_findTarget(me, 1200)
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end
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if entity_hasTarget(me) then
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if entity_isTargetInRange(me, 128) then
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entity_moveTowardsTarget(me, dt, -400)
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elseif not entity_isTargetInRange(me, 600) then
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entity_moveTowardsTarget(me, dt, 500)
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end
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end
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if v.rotateTimer > 0 then
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entity_addVel(me, math.sin(v.angle)*v.spd, math.cos(v.angle)*v.spd)
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end
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if v.straightLineTimer > 0 then
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entity_doFriction(me, dt, 1)
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end
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if v.straightLineTimer > 0 then
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v.straightLineTimer = v.straightLineTimer - dt
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if v.straightLineTimer < 0 then
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v.straightLineTimer = 0
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v.rotateTimer = 2
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end
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end
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if v.rotateTimer > 0 then
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v.rotateTimer = v.rotateTimer - dt
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if v.rotateTimer < 0 then
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v.rotateTimer = 0
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v.straightLineTimer = 2
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end
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end
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entity_doCollisionAvoidance(me, dt, 4, 1)
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entity_doEntityAvoidance(me, dt, 128, 0.5)
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entity_updateMovement(me, dt)
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, getRadius(me), 0.5, 1200)
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end
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function hitSurface(me)
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v.dir = -v.dir
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end
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function damage(me, attacker, bone, damageType, dmg)
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if not entity_isInvincible(me) and (damageType == DT_AVATAR_ENERGYBLAST or damageType == DT_AVATAR_SHOCK) then
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entity_heal(me, 999)
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v.size = v.size + dmg
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if v.size >= 8 then
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entity_setState(me, STATE_DEAD)
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end
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--entity_setCollideRadius(me, getRadius(me))
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entity_setCollideRadius(me, entity_getCollideRadius(me)+(8+(v.size*0.5)))
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local sz = v.size0 + (v.size * 0.2)
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entity_scale(me, sz, sz, 0.5)
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end
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return true
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end
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function enterState(me)
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if entity_isState(me, STATE_DEAD) then
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--local shotSpd = 500
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local maxa = 3.14 * 2
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local a = 0
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while a < maxa do
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--entity_fireShot(me, 0, 0, math.sin(a)*shotSpd, math.cos(a)*shotSpd, 0, 500, "BlasterFire")
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local s = createShot("Tromulo", me)
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shot_setAimVector(s, math.sin(a), math.cos(a))
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a = a + (3.14*2)/16.0
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end
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end
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end
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function exitState(me)
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end
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