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Aquaria/game_scripts/scripts/entities/shocker.lua

151 lines
4.3 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
-- ================================================================================================
-- SHOCKER
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
local STATE_SHOCKPREP = 1000
local STATE_SHOCK = 1001
v.moveStateTimer = 0
v.moveState = 0
v.shockDelay = 0
v.shockDelayTime = 5
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"", -- texture
10, -- health
2, -- manaballamount
2, -- exp
10, -- money
32, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
256, -- sprite width
256, -- sprite height
1, -- particle "explosion" type, 0 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
4000 -- updateCull -1: disabled, default: 4000
)
entity_initSkeletal(me, "Shocker")
entity_setDeathParticleEffect(me, "Explode")
--entity_scale(me, 0.5, 0.5)
entity_setState(me, STATE_IDLE)
entity_setDropChance(me, 75)
end
function update(me, dt)
dt = dt * 0.8
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, 20, 0, 1000)
entity_findTarget(me, 900)
if not entity_hasTarget(me) then
entity_doCollisionAvoidance(me, dt, 4, 0.1)
end
if entity_hasTarget(me) and entity_isTargetInRange(me, 512) then
v.shockDelay = v.shockDelay - dt
if v.shockDelay < 0 then
v.shockDelay = v.shockDelayTime
entity_setState(me, STATE_SHOCKPREP, 2)
end
end
if entity_isState(me, STATE_SHOCKPREP) then
entity_offset(me, math.random(5)-2.5, math.random(5)-2.5)
end
if entity_hasTarget(me) then
entity_updateMovement(me, dt)
if entity_isTargetInRange(me, 128) then
entity_moveTowardsTarget(me, dt, -800)
else
entity_moveTowardsTarget(me, dt, 1000)
end
entity_doCollisionAvoidance(me, dt, 8, 1.0)
--[[
if v.moveState == 0 then
entity_addVel(me, 0*dt, -500*dt)
elseif v.moveState == 1 then
entity_moveTowardsTarget(me, dt, 500)
elseif v.moveState == 2 then
entity_addVel(me, 0*dt, 500*dt)
elseif v.moveState == 3 then
entity_moveTowardsTarget(me, dt, -500)
end
]]--
v.moveStateTimer = v.moveStateTimer + dt
if v.moveStateTimer > 3 then
v.moveStateTimer = 0
v.moveState = v.moveState + 1
if v.moveState > 3 then
v.moveState = 0
end
end
end
entity_rotateToVel(me, 0.1)
end
function hitSurface(me)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_setMaxSpeedLerp(me, 1, 1)
entity_setMaxSpeed(me, 500)
entity_animate(me, "idle", LOOP_INF)
elseif entity_isState(me, STATE_SHOCKPREP) then
entity_setMaxSpeedLerp(me, 0.2, 1)
elseif entity_isState(me, STATE_SHOCK) then
playVisualEffect(VFX_SHOCK, entity_getPosition(me))
end
end
function exitState(me)
if entity_isState(me, STATE_SHOCKPREP) then
entity_setState(me, STATE_SHOCK, 0.5)
elseif entity_isState(me, STATE_SHOCK) then
if entity_isEntityInRange(me, getNaija(), 256) then
entity_damage(getNaija(), me, 1)
end
entity_setState(me, STATE_IDLE)
end
end