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https://github.com/AquariaOSE/Aquaria.git
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212 lines
6 KiB
Lua
212 lines
6 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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-- I C E C H U N K C O M M O N S C R I P T
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-- ================================================================================================
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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.n = 0
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v.chunkSize = 0
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v.width = 0
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v.dir = -1
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-- ================================================================================================
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-- F U N C T I O N S
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-- ================================================================================================
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function v.commonInit(me, size)
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v.maxSpeed = 321 + math.random(32)
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v.chunkSize = size
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setupBasicEntity(
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me,
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"IceChunk/Large", -- texture
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8, -- health
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1, -- manaballamount
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1, -- exp
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0, -- money
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64, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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512, -- sprite width
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512, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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1, -- 0/1 hit other entities off/on (uses collideRadius)
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4000, -- updateCull -1: disabled, default: 4000
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v.layer
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)
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loadSound("IceChunkBreak")
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entity_setEntityType(me, ET_NEUTRAL)
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--entity_setAllDamageTargets(me, false)
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--entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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entity_setDamageTarget(me, DT_AVATAR_BITE, false)
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entity_setDeathScene(me, true)
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-- SLIGHT SCALE AND COLOUR VARIATION
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local sz = 0.8 + (math.random(400) * 0.001)
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entity_scale(me, sz, sz)
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local cl = 1.0 - (math.random(2345) * 0.0001)
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entity_color(me, cl, cl, cl)
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-- IF LARGE
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if v.chunkSize <= 0 then
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v.chunkSize = 0
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entity_setTexture(me, "IceChunk/Large")
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v.width = 154
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entity_setHealth(me, 8)
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-- IF MEDIUM
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elseif v.chunkSize == 1 then
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v.chunkSize = 1
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entity_setTexture(me, "IceChunk/Medium")
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v.width = 76
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entity_setHealth(me, 4)
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v.maxSpeed = v.maxSpeed * 1.23
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-- IF SMALL
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else
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v.chunkSize = 2
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entity_setTexture(me, "IceChunk/Small")
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v.width = 42
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entity_setHealth(me, 2)
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v.maxSpeed = v.maxSpeed * 1.54
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end
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v.width = v.width * sz
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entity_setCollideRadius(me, v.width)
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entity_setDeathSound(me, "")
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entity_alpha(me, 0.9)
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end
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function postInit(me)
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v.n = getNaija()
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entity_setMaxSpeed(me, v.maxSpeed)
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entity_rotate(me, randAngle360())
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entity_addRandomVel(me, 123)
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if chance(50) then v.dir = 1 end
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end
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function update(me, dt)
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entity_clearTargetPoints(me)
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-- ROTATE GENTLY
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local rotSpeed = (entity_getVelLen(me)/300) + 1
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if entity_velx(me) < 0 then v.dir = -1
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else v.dir = 1 end
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entity_rotateTo(me, entity_getRotation(me) + (rotSpeed * v.dir))
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-- IF LARGE
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if v.chunkSize == 0 then
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-- LOCK ON TO BIG CHUNK
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if entity_touchAvatarDamage(me, v.width*1.1, 0) then
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if avatar_isBursting() and entity_setBoneLock(v.n, me) then
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else
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local vecX, vecY = entity_getVectorToEntity(me, v.n, 1000)
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entity_addVel(v.n, vecX, vecY)
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end
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end
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if entity_getBoneLockEntity(v.n) ~= me and entity_touchAvatarDamage(me, v.width, 0, 321) then
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end
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-- IF MEDIUM
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elseif v.chunkSize == 1 then
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-- NAIJA COLLISION
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if entity_getBoneLockEntity(v.n) ~= me and entity_touchAvatarDamage(me, v.width, 0, 210) then
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if avatar_isBursting() then
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entity_moveTowards(me, entity_x(getNaija()), entity_y(getNaija()), 1, -456)
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else
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entity_moveTowards(me, entity_x(getNaija()), entity_y(getNaija()), 1, -87)
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end
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end
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-- IF SMALL
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elseif v.chunkSize == 2 then
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-- NAIJA COLLISION
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if entity_getBoneLockEntity(v.n) ~= me and entity_touchAvatarDamage(me, v.width, 0, 128) then
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if avatar_isBursting() then
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entity_moveTowards(me, entity_x(getNaija()), entity_y(getNaija()), 1, -1234)
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else
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entity_moveTowards(me, entity_x(getNaija()), entity_y(getNaija()), 1, -128)
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end
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end
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end
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-- AVOIDANCE
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if entity_getBoneLockEntity(v.n) ~= me then entity_doEntityAvoidance(me, dt, v.width*1.1, 1.23) end
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entity_doCollisionAvoidance(me, dt, ((v.width*0.01)*7)+1, 0.421)
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-- MOVEMENT
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if entity_getVelLen(me) > 64 then entity_doFriction(me, dt, 42) end
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entity_updateMovement(me, dt)
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-- SHOT COLLISIONS
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entity_handleShotCollisions(me)
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end
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function enterState(me)
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if entity_getState(me) == STATE_IDLE then
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elseif entity_getState(me) == STATE_DEATHSCENE then
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local deathTime = 0.23
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entity_setStateTime(me, deathTime)
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entity_alpha(me, 0, deathTime)
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entity_scale(me, 0, 0, deathTime)
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entity_delete(me, deathTime)
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entity_sound(me, "IceChunkBreak")
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if v.chunkSize ~= 2 then
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for i=1,3 do
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local newChunk
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if v.chunkSize == 0 then
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newChunk = createEntity("IceChunkMedium", "", entity_x(me) + (math.random(8) - 4), entity_y(me) + (math.random(8) - 4))
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else
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newChunk = createEntity("IceChunkSmall", "", entity_x(me) + (math.random(4) - 2), entity_y(me) + (math.random(4) - 2))
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end
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entity_moveTowards(newChunk, entity_x(me), entity_y(me), 1, -321)
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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 exitState(me)
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end
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function hitSurface(me)
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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 activate(me)
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end
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