mirror of
https://github.com/AquariaOSE/Aquaria.git
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160 lines
4.5 KiB
Lua
160 lines
4.5 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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-- ================================================================================================
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-- Rood Shrimp
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-- ================================================================================================
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-- specific
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local STATE_JUMP = 1000
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local STATE_TRANSITION = 1001
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local STATE_RETURNTOWALL = 1002
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local STATE_SURFACE = 1003
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.moveTimer = 0
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v.moveDir = 0
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v.avoidCollisionsTimer = 0
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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function init(me)
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setupBasicEntity(
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me,
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"BigMouth/Parasite", -- texture
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3, -- health
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2, -- manaballamount
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2, -- exp
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10, -- money
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8, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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128, -- sprite width
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64, -- sprite height
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1, -- particle "explosion" type, 0 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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4000, -- updateCull -1: disabled, default: 4000
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1
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)
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entity_setMaxSpeed(me, 500)
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--entity_clampToSurface(me)
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entity_setState(me, STATE_IDLE)
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entity_setDropChance(me, 10)
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entity_setDeathParticleEffect(me, "TinyRedExplode")
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entity_offset(me, 0, -40, 1, -1, 1)
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end
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function update(me, dt)
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, 32, 1, 800)
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if entity_isState(me, STATE_IDLE) then
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v.avoidCollisionsTimer = v.avoidCollisionsTimer + dt
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if v.avoidCollisionsTimer > 5 then
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v.avoidCollisionsTimer = 0
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end
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v.moveTimer = v.moveTimer + dt
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if v.moveTimer < 1.5 then
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-- move
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local amount = 2000*dt
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if v.moveDir == 0 then
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entity_addVel(me, -amount, 0)
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if entity_isFlippedHorizontal(me) then
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entity_flipHorizontal(me)
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end
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elseif v.moveDir == 1 then
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entity_addVel(me, 0, amount)
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elseif v.moveDir == 2 then
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entity_addVel(me, amount, 0)
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if not entity_isFlippedHorizontal(me) then
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entity_flipHorizontal(me)
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end
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elseif v.moveDir == 3 then
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entity_addVel(me, 0, amount)
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end
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elseif v.moveTimer > 3 then
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-- stop
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--entity_clearVel(me)
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v.moveTimer = 0
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v.moveDir = v.moveDir + 1
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if v.moveDir >= 4 then
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v.moveDir = 0
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end
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elseif v.moveTimer > 2.5 then
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local factor = 5*dt
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entity_addVel(me, -entity_velx(me)*factor, -entity_vely(me)*factor)
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end
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if v.avoidCollisionsTimer < 4 then
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entity_doCollisionAvoidance(me, dt, 4, 1.0)
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end
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entity_updateMovement(me, dt)
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elseif entity_isState(me, STATE_SURFACE) then
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entity_moveAlongSurface(me, dt, 20, 2)
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entity_rotateToSurfaceNormal(me, 0.1)
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if not entity_isFlippedHorizontal(me) then
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entity_flipHorizontal(me)
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end
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--entity_rotateToVel(me, 0.1)
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end
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end
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function hitSurface(me)
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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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v.avoidCollisionsTimer = 0
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elseif entity_isState(me, STATE_SURFACE) then
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entity_clearVel(me)
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if chance(50) then
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entity_switchSurfaceDirection(me, 1)
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if entity_isFlippedHorizontal(me) then
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entity_flipHorizontal(me)
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end
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else
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entity_switchSurfaceDirection(me, 0)
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if not entity_isFlippedHorizontal(me) then
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entity_flipHorizontal(me)
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end
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end
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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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return true
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end
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function exitState(me)
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if entity_isState(me, STATE_SURFACE) then
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entity_rotate(me, 0, 1)
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entity_setState(me, STATE_IDLE)
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end
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end
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