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Aquaria/game_scripts/scripts/entities/metaray.lua

202 lines
5.1 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
-- ================================================================================================
-- M E T A R A Y
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.dir = 0
v.switchDirDelay = 0
v.wiggleTime = 0
v.wiggleDir = 1
v.interestTimer = 0
v.colorRevertTimer = 0
v.collisionSegs = 50
v.avoidLerp = 0
v.avoidDir = 1
v.interest = false
v.jumpDelay = 0
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function init(me)
-- oldhealth : 40
setupBasicEntity(
me,
"", -- texture
12, -- health
1, -- manaballamount
1, -- exp
1, -- money
32, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
90, -- sprite width
90, -- 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_setDropChance(me, 50)
entity_initHair(me, 32, 8, 32, "MetaRay/tail")
--[[
entity_initSegments(
25, -- num segments
2, -- minDist
12, -- maxDist
"wurm-body", -- body tex
"wurm-tail", -- tail tex
128, -- width
128, -- height
0.01, -- taper
0 -- reverse segment direction
)
]]--
if chance(50) then
v.dir = 0
else
v.dir = 1
end
if chance(50) then
v.interest = true
end
v.switchDirDelay = math.random(800)/100.0
v.naija = getNaija()
entity_addVel(me, math.random(1000)-500, math.random(1000)-500)
entity_setDeathParticleEffect(me, "TinyRedExplode")
entity_initSkeletal(me, "MetaRay")
entity_generateCollisionMask(me)
entity_animate(me, "idle", LOOP_INF)
entity_setMaxSpeed(me, 500)
entity_setCanLeaveWater(me, true)
entity_scale(me, 0.75, 0.75)
end
-- the entity's main update function
function update(me, dt)
local dmg = 0
if not entity_isUnderWater(me) and getForm() ~= FORM_BEAST then
dmg = 0.5
end
entity_handleShotCollisionsSkeletal(me)
-- in idle state only
if entity_getState(me)==STATE_IDLE then
entity_doCollisionAvoidance(me, dt, 10, 0.1)
entity_doCollisionAvoidance(me, dt, 4, 0.5)
end
local bone = entity_collideSkeletalVsCircle(me, v.naija)
if bone ~= 0 then
entity_touchAvatarDamage(me, 0, dmg, 500)
end
if not entity_hasTarget(me) then
entity_findTarget(me, 500)
else
-- has target
if entity_isUnderWater(me) then
if not entity_isNearObstruction(entity_getTarget(me), 5) then
if v.interest then
entity_moveTowardsTarget(me, dt, 500)
end
end
end
end
entity_flipToVel(me)
entity_rotateToVel(me, 0.3)
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt)
entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
entity_updateHair(me, dt)
if entity_isUnderWater(me) then
v.jumpDelay = v.jumpDelay - dt
if v.jumpDelay <= 0 then
v.jumpDelay = 0
entity_setCanLeaveWater(me, true)
if entity_y(me) - getWaterLevel() < 400 then
entity_addVel(me, 0, -1000*dt)
end
end
v.interestTimer = v.interestTimer + dt
if v.interestTimer > 12 then
if v.interest then
v.interest = false
else
v.interest = true
end
v.interestTimer = math.random(3)
end
end
if entity_checkSplash(me) then
if not entity_isUnderWater(me) then
entity_setMaxSpeedLerp(me, 2)
if entity_velx(me) < 0 then
entity_addVel(me, -200, -500)
else
entity_addVel(me, 200, -500)
end
entity_setWeight(me, 600)
v.jumpDelay = 2+math.random(5)
else
entity_setCanLeaveWater(me, false)
entity_setWeight(me, 0)
end
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_setMaxSpeed(me, 500)
end
end
function exitState(me)
end
function hitSurface(me)
end
function damage(me, attacker, bone, damageType, dmg)
entity_setMaxSpeed(me, 600)
return true
end
function songNote(me, note)
end