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Aquaria/game_scripts/scripts/entities/blazer.lua

115 lines
2.9 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
-- blazer
v.dir = 0
v.dropTimer = 0
function init(me)
setupBasicEntity(
me,
"Blazer", -- texture
6, -- health
1, -- manaballamount
1, -- exp
1, -- money
32, -- 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)
3000 -- updateCull -1: disabled, default: 4000
)
entity_setDeathParticleEffect(me, "Explode")
entity_setEatType(me, EAT_FILE, "Blazer")
end
function update(me, dt)
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, 32, 0.5, 1000)
v.dropTimer = v.dropTimer + dt
local t = 0.2
if v.dropTimer > t then
--shot = entity_fireShot(me, 0, 0, 0, 0, 0, 0, "")
--shot_setLifeTime(shot, 1.5)
local sx,sy = entity_getPosition(me)
local nx,ny = entity_getNormal(me)
local l = 32
sx = sx - nx*l
sy = sy - ny*l
createShot("DropShot", me, 0, sx, sy)
v.dropTimer = v.dropTimer - t
end
local amt = 2500*dt
if v.dir == 0 then
entity_addVel(me, -amt, amt)
elseif v.dir == 1 then
entity_addVel(me, -amt, -amt)
elseif v.dir == 2 then
entity_addVel(me, amt, amt)
elseif v.dir == 3 then
entity_addVel(me, amt, -amt)
end
--entity_doEntityAvoidance(me, dt, 256, 0.2)
-- entity_doSpellAvoidance(dt, 200, 1.5);
--entity_doCollisionAvoidance(me, dt, 6, 0.5)
entity_rotateToVel(me, 0.1)
entity_updateMovement(me, dt)
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_setMaxSpeed(me, 500)
end
end
function exitState(me)
end
function hitSurface(me)
v.dir = v.dir + 1
if v.dir > 3 then
v.dir = 0
end
end
function activate(me)
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_AVATAR_BITE then
entity_changeHealth(me, -1)
end
return true
end
function dieNormal(me)
if chance(75) then
spawnIngredient("SpicyMeat", entity_x(me), entity_y(me))
end
end