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Aquaria/game_scripts/scripts/entities/tromulo.lua

173 lines
4.4 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
-- Tromulo
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
v.size = 0
v.size0 = 0.6
--[[
v.size1 = 0.65
v.size2 = 0.7
v.size3 = 0.75
v.size4 = 1.8
v.size5 = 1.85
v.size6 = 1.2
v.size7 = 1.3
v.size8 = 1.4
]]--
v.spd = 500
v.angle = 0
v.turnSpeed = 3.14
v.dir = 1
v.rotateTimer = 1
v.straightLineTimer = 0
function init(me)
setupBasicEntity(
me,
"Tromulo", -- texture
4, -- health
1, -- manaballamount
1, -- exp
1, -- money
0, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
-1 -- updateCull -1: disabled, default: 4000
)
entity_scale(me, v.size0, v.size0)
-- 2.5
entity_setSegs(me, 2, 8, 0.8, 0.8, -0.018, 0, 6, 1)
entity_setCollideRadius(me, 16)
entity_initPart(me, "Tentacles", "Tromulo-Tentacles", 0, 16, 0)
entity_partSetSegs(me, "Tentacles", 2, 32, 0.3, 0.3, -0.03, 0, 6, 1)
v.angle = math.random(314*2)/100.0
entity_setDeathParticleEffect(me, "Explode")
entity_setInternalOffset(me, 0, 8)
end
local function getRadius(me)
return 32 + v.size*9
end
function dieNormal(me)
if chance(5) then
spawnIngredient("SmallTentacle", entity_x(me), entity_y(me))
end
end
function update(me, dt)
dt = dt * 0.75
v.angle = v.angle + v.turnSpeed * dt * v.dir
if not entity_hasTarget(me) then
entity_findTarget(me, 1200)
end
if entity_hasTarget(me) then
if entity_isTargetInRange(me, 128) then
entity_moveTowardsTarget(me, dt, -400)
elseif not entity_isTargetInRange(me, 600) then
entity_moveTowardsTarget(me, dt, 500)
end
end
if v.rotateTimer > 0 then
entity_addVel(me, math.sin(v.angle)*v.spd, math.cos(v.angle)*v.spd)
end
if v.straightLineTimer > 0 then
entity_doFriction(me, dt, 1)
end
if v.straightLineTimer > 0 then
v.straightLineTimer = v.straightLineTimer - dt
if v.straightLineTimer < 0 then
v.straightLineTimer = 0
v.rotateTimer = 2
end
end
if v.rotateTimer > 0 then
v.rotateTimer = v.rotateTimer - dt
if v.rotateTimer < 0 then
v.rotateTimer = 0
v.straightLineTimer = 2
end
end
entity_doCollisionAvoidance(me, dt, 4, 1)
entity_doEntityAvoidance(me, dt, 128, 0.5)
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, getRadius(me), 0.5, 1200)
end
function hitSurface(me)
v.dir = -v.dir
end
function damage(me, attacker, bone, damageType, dmg)
if not entity_isInvincible(me) and (damageType == DT_AVATAR_ENERGYBLAST or damageType == DT_AVATAR_SHOCK) then
entity_heal(me, 999)
v.size = v.size + dmg
if v.size >= 8 then
entity_setState(me, STATE_DEAD)
end
--entity_setCollideRadius(me, getRadius(me))
entity_setCollideRadius(me, entity_getCollideRadius(me)+(8+(v.size*0.5)))
local sz = v.size0 + (v.size * 0.2)
entity_scale(me, sz, sz, 0.5)
end
return true
end
function enterState(me)
if entity_isState(me, STATE_DEAD) then
--local shotSpd = 500
local maxa = 3.14 * 2
local a = 0
while a < maxa do
--entity_fireShot(me, 0, 0, math.sin(a)*shotSpd, math.cos(a)*shotSpd, 0, 500, "BlasterFire")
local s = createShot("Tromulo", me)
shot_setAimVector(s, math.sin(a), math.cos(a))
a = a + (3.14*2)/16.0
end
end
end
function exitState(me)
end