mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
160 lines
4.2 KiB
Lua
160 lines
4.2 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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v.n = 0
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v.chargeTimer = 0
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local STATE_CHARGEPREP = 1001
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local STATE_CHARGE = 1002
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "Scavenger")
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--entity_setAllDamageTargets(me, false)
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entity_setHealth(me, 28)
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entity_setCullRadius(me, 1024)
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entity_setCollideRadius(me, 80)
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--entity_generateCollisionMask(me)
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entity_setState(me, STATE_IDLE)
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entity_setMaxSpeed(me, 500)
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entity_setDeathScene(me, true)
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entity_setDeathParticleEffect(me, "PinkExplode")
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loadSound("Scavenger-Die")
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loadSound("scavenger-attack")
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end
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function postInit(me)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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end
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function update(me, dt)
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if entity_isState(me, STATE_CHARGE) then
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entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 1000, 1.0)
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else
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entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.5)
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end
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entity_handleShotCollisions(me)
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if entity_isState(me, STATE_IDLE) then
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if entity_isEntityInRange(me, v.n, 2048) then
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entity_moveTowardsTarget(me, dt, 500)
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entity_doCollisionAvoidance(me, dt, 4, 1)
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entity_doEntityAvoidance(me, dt, 256, 0.5)
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entity_doSpellAvoidance(me, dt, 512, 5)
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if math.abs(entity_x(me)-entity_x(v.n)) > 100 then
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entity_flipToEntity(me, v.n)
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end
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v.chargeTimer = v.chargeTimer + dt
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if v.chargeTimer > 4 then
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v.chargeTimer = 0
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entity_setState(me, STATE_CHARGEPREP)
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end
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entity_rotate(me, 0, 0.5)
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end
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elseif entity_isState(me, STATE_CHARGE) then
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entity_moveTowardsTarget(me, dt, 500)
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if not entity_isFlippedHorizontal(me) then
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entity_rotateToVel(me, 0.1, 90)
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else
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entity_rotateToVel(me, 0.1, -90)
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end
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end
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entity_updateMovement(me, dt)
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end
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function enterState(me)
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if entity_isState(me, STATE_IDLE) then
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entity_animate(me, "idle", -1)
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entity_setMaxSpeedLerp(me, 1.0, 0.2)
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elseif entity_isState(me, STATE_CHARGEPREP) then
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entity_setStateTime(me, entity_animate(me, "chargePrep"))
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entity_clearVel(me)
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entity_addVel(me, 0, -200)
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elseif entity_isState(me, STATE_CHARGE) then
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entity_sound(me, "scavenger-attack")
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entity_animate(me, "charge")
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entity_setMaxSpeedLerp(me, 4.0)
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entity_setStateTime(me, 2.5)
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entity_moveTowardsTarget(me, 1, 4000)
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entity_flipToEntity(me, v.n)
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elseif entity_isState(me, STATE_DEATHSCENE) then
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entity_rotate(me, 0, 0.5)
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entity_color(me, 0.5, 0.5, 0.5, 3)
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entity_sound(me, "Scavenger-Die")
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local t = entity_animate(me, "death")
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entity_setStateTime(me, t)
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local x, y = entity_getPosition(me)
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while (isObstructed(x,y+16) == false) do
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y = y + 20
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end
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entity_setPosition(me, x, y, t*0.5)
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elseif entity_isState(me, STATE_GROW) then
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entity_setStateTime(me, entity_animate(me, "grow"))
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end
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end
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function exitState(me)
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if entity_isState(me, STATE_CHARGEPREP) then
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entity_setState(me, STATE_CHARGE)
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elseif entity_isState(me, STATE_CHARGE) then
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_GROW) then
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entity_setState(me, STATE_IDLE)
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end
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end
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function damage(me, attacker, bone, damageType, dmg)
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if damageType == DT_AVATAR_BITE then
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dmg = dmg * 1.5
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end
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return true
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end
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function animationKey(me, key)
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end
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function hitSurface(me)
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if entity_isState(me, STATE_CHARGE) then
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entity_setState(me, STATE_IDLE)
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end
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end
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function songNote(me, note)
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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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function activate(me)
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end
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