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Aquaria/game_scripts/scripts/entities/shark.lua

167 lines
3.8 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
v.attackDelay = 0
v.dir = 1
v.jaw = 0
v.go = false
function init(me)
setupBasicEntity(
me,
"", -- texture
30, -- health
2, -- manaballamount
2, -- exp
10, -- money
64, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, 0 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
4000 -- updateCull -1: disabled, default: 4000
)
entity_initSkeletal(me, "Shark")
entity_generateCollisionMask(me)
entity_setDeathParticleEffect(me, "Explode")
entity_setState(me, STATE_IDLE)
entity_setCullRadius(me, 1024)
v.n = getNaija()
v.jaw = entity_getBoneByName(me, "Jaw")
end
function update(me, dt)
if entity_isState(me, STATE_ATTACK) and not entity_isAnimating(me) then
entity_setState(me, STATE_IDLE)
end
if entity_isState(me, STATE_IDLE) then
local inRange = false
local x, y = bone_getWorldPosition(v.jaw)
if entity_isPositionInRange(v.n, x, y, 550) then
inRange = true
end
if v.dir < 0 then
if entity_x(v.n) > entity_x(me) then
inRange = false
end
else
if entity_x(v.n) < entity_x(me) then
inRange = false
end
end
if inRange then
v.attackDelay = v.attackDelay + dt
if v.attackDelay > 1 then
entity_setState(me, STATE_ATTACK)
v.attackDelay = 0
end
end
end
entity_addVel(me, 500*v.dir, 0)
if entity_isEntityInRange(me, v.n, 900) then
entity_moveTowards(me, entity_x(v.n), entity_y(v.n), 1, 250)
end
if v.go then
entity_moveTowardsTarget(me, 1, 1000)
end
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt)
if not entity_isVelIn(me, 60) then
entity_flipToVel(me)
end
if isObstructed(entity_x(me) + 300*v.dir, entity_y(me)) then
v.dir = -v.dir
end
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
if avatar_isTouchHit() then
if entity_isState(me, STATE_ATTACK) then
entity_damage(v.n, me, 2)
else
entity_damage(v.n, me, 1)
end
end
end
end
function hitSurface(me)
v.dir = -v.dir
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", LOOP_INF)
elseif entity_isState(me, STATE_ATTACK) then
entity_animate(me, "attack")
end
end
function animationKey(me, key)
if entity_isState(me, STATE_ATTACK) then
if key == 2 then
entity_setMaxSpeedLerp(me, 2)
entity_moveTowardsTarget(me, 1, 1000)
v.go = true
elseif key == 3 then
playSfx("bite", 0.2)
elseif key == 5 then
entity_setMaxSpeedLerp(me, 1, 0.5)
v.go = false
end
--entity_moveTowardsTarget(me, 1, 50000)
end
end
function exitState(me)
end
function dieNormal(me)
if chance(100) then
spawnIngredient("SharkFin", entity_x(me), entity_y(me))
end
end
function damage(me)
if entity_x(v.n) > entity_x(me) then
v.dir = 1
else
v.dir = -1
end
entity_moveTowardsTarget(me, 1, 1000)
return true
end