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Aquaria/game_scripts/scripts/entities/coward.lua

140 lines
3.2 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.n = 0
v.drop = 1
local STATE_COWARD = 1000
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "Coward")
--entity_setAllDamageTargets(me, false)
--entity_generateCollisionMask(me)
entity_setCollideRadius(me, 32)
entity_setState(me, STATE_IDLE)
entity_setHealth(me, 3)
entity_setDropChance(me, 20, 1)
entity_scale(me, 0.75, 0.75)
entity_setDeathParticleEffect(me, "TinyRedExplode")
entity_setUpdateCull(me, 4000)
entity_setDeathSound(me, "")
end
function postInit(me)
v.n = getNaija()
--entity_setTarget(me, v.n)
end
function update(me, dt)
if not entity_hasTarget(me) then
entity_findTarget(me, 800)
if entity_hasTarget(me) then
entity_moveTowardsTarget(me, 1, -800)
entity_setState(me, STATE_COWARD)
end
else
entity_moveTowardsTarget(me, dt, -1000)
entity_findTarget(me, 2000)
end
local rangeNode = entity_getNearestNode(me, "KILLENTITY")
if node_isPositionIn(rangeNode, entity_x(me), entity_y(me)) then
v.drop = 0
entity_setState(me, STATE_DEAD)
end
entity_doEntityAvoidance(me, dt, 32, 0.5)
entity_doCollisionAvoidance(me, dt, 4, 0.2)
entity_updateMovement(me, dt)
entity_rotateToVel(me, 0, 90)
entity_handleShotCollisions(me)
--if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.75, 400) then
-- entity_moveTowardsTarget(me, 1, -500)
--end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
entity_setMaxSpeed(me, 1000)
elseif entity_isState(me, STATE_COWARD) then
entity_animate(me, "move", -1)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
return true
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end
function dieNormal(me)
if v.drop == 1 then
if chance(1) then
spawnIngredient("LoafOfLife", entity_x(me), entity_y(me))
else
if chance(10) then
spawnIngredient("PlumpPerogi", entity_x(me), entity_y(me))
else
if chance(20) then
spawnIngredient("HotBorscht", entity_x(me), entity_y(me))
else
if chance(30) then
spawnIngredient("ArcanePoultice", entity_x(me), entity_y(me))
else
spawnIngredient("VeggieCake", entity_x(me), entity_y(me))
end
end
end
end
end
end