mirror of
https://github.com/AquariaOSE/Aquaria.git
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164 lines
4.6 KiB
Lua
164 lines
4.6 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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-- B L A S T E R
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-- ================================================================================================
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-- entity specific
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local STATE_FIRE = 1000
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local STATE_PULLBACK = 1001
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v.fireDelay = 0
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v.motherChance = 10
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v.soundDelay = 0
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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function init(me)
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setupBasicEntity(
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me,
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"", -- texture
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4, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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32, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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2000 -- updateCull -1: disabled, default: 4000
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)
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entity_initSkeletal(me, "Blaster")
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entity_animate(me, "idle", -1)
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entity_setDeathParticleEffect(me, "Explode")
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entity_scale(me, 0.8, 0.8)
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v.soundDelay = math.random(3)+1
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entity_setEatType(me, EAT_FILE, "Blaster")
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loadSound("BlasterLaugh")
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end
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function update(me, dt)
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, 32, 0, 1000)
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if true then
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if entity_hasTarget(me) then
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if entity_isTargetInRange(me, 200) then
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entity_moveTowardsTarget(me, dt, -200)
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end
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if entity_isTargetInRange(me, 64) then
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-- entity_hurtTarget(1);
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entity_moveTowardsTarget(me, dt, -1000)
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end
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end
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if v.fireDelay > 0 then
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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v.fireDelay = 0
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end
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end
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if entity_getState(me)==STATE_IDLE then
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if not entity_hasTarget(me) then
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entity_findTarget(me, 1000)
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else
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if entity_isTargetInRange(me, 1600) then
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entity_moveTowardsTarget(me, dt, 400) -- move in if we're too far away
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if entity_isTargetInRange(me, 350) and v.fireDelay==0 then
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entity_setState(me, STATE_FIRE, 0.5)
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end
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end
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end
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v.soundDelay = v.soundDelay - dt
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if v.soundDelay < 0 then
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-- Sound doesn't exist, so commenting out. --achurch
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--entity_playSfx(me, "BlasterIdle")
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v.soundDelay = math.random(3)+1
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end
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end
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if entity_getState(me)==STATE_FIRE then
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entity_moveTowardsTarget(me, dt, -600)
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end
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if entity_getState(me)==STATE_PULLBACK then
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if not entity_hasTarget(me) then
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entity_setState(me, STATE_IDLE)
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else
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if entity_isTargetInRange(me, 800) then
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entity_moveTowardsTarget(me, dt, -5000)
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else
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entity_setState(me, STATE_IDLE)
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end
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end
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end
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end
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entity_doEntityAvoidance(me, dt, 256, 0.2)
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-- entity_doSpellAvoidance(dt, 200, 1.5);
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entity_doCollisionAvoidance(me, dt, 6, 0.5)
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entity_rotateToVel(me, 0.1)
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entity_updateCurrents(me, dt)
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entity_updateMovement(me, dt)
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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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v.fireDelay = 2
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entity_setMaxSpeed(me, 500)
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elseif entity_getState(me)==STATE_FIRE then
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entity_setMaxSpeed(me, 600)
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local s = createShot("BlasterFire", me, entity_getTarget(me))
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shot_setOut(s, 32)
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elseif entity_getState(me)==STATE_PULLBACK then
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if chance(50) then
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entity_playSfx(me, "BlasterLaugh")
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end
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entity_setMaxSpeed(me, 650)
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end
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end
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function exitState(me)
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if entity_getState(me)==STATE_FIRE then
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entity_setState(me, STATE_PULLBACK, 1)
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elseif entity_getState(me)==STATE_PULLBACK then
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entity_setState(me, STATE_IDLE)
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end
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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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if damageType == DT_AVATAR_BITE then
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entity_changeHealth(me, -99)
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end
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return true
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end
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