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Aquaria/files/scripts/entities/piranha.lua

161 lines
4.6 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 A U L
-- ================================================================================================
-- entity specific
local STATE_FIRE = 1000
local STATE_PULLBACK = 1001
local STATE_REGROUP = 1002
v.dir = 0
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"Piranha", -- texture
4, -- health
1, -- manaballamount
1, -- exp
1, -- money
16, -- collideRadius
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)
1024, -- updateCull -1: disabled, default: 4000
1
)
--entity_setSegs(me, 8, 2, 0.1, 0.9, 0, -0.03, 8, 0)
entity_setDeathParticleEffect(me, "TinyRedExplode")
entity_setState(me, STATE_IDLE)
entity_scale(me, 0.6, 0.6)
entity_setMaxSpeed(me, 300)
--entity_rotateOffset(me, 90)
entity_setBeautyFlip(me, false)
end
function update(me, dt)
if entity_isState(me, STATE_ATTACK) then
entity_moveTowardsTarget(me, dt, 1000)
entity_rotateToVel(me, 0.1)
entity_flipToVel(me)
entity_doCollisionAvoidance(me, dt, 8, 0.4)
entity_doEntityAvoidance(me, dt, 16, 0.8)
elseif entity_isState(me, STATE_PULLBACK) then
entity_moveTowardsTarget(me, dt, -4000)
entity_rotateToVel(me, 0.1)
entity_flipToVel(me)
entity_doCollisionAvoidance(me, dt, 8, 0.4)
entity_doEntityAvoidance(me, dt, 32, 0.8)
elseif entity_isState(me, STATE_REGROUP) then
entity_doEntityAvoidance(me, dt, 32, -2.0)
elseif entity_isState(me, STATE_IDLE) then
if v.dir == 0 then
entity_addVel(me, -1000, 0)
else
entity_addVel(me, 1000, 0)
end
entity_rotateToVel(me, 0.1)
entity_flipToVel(me)
entity_doEntityAvoidance(me, dt, 32, 0.8)
end
if entity_hasTarget(me) then
if not (entity_isState(me, STATE_ATTACK) or entity_isState(me, STATE_PULLBACK)) then
entity_setState(me, STATE_ATTACK)
else
entity_findTarget(me, 600)
end
else
if not entity_isState(me, STATE_IDLE) then
entity_setState(me, STATE_IDLE)
end
entity_findTarget(me, 500)
end
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
if entity_isState(me, STATE_ATTACK) then
if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.5, 200) then
entity_sound(me, "Bite", 1200+math.random(200))
entity_setState(me, STATE_PULLBACK, 0.9)
end
end
end
function enterState(me)
if entity_isState(me, STATE_ATTACK) then
--entity_disableMotionBlur(me)
entity_setMaxSpeedLerp(me, 2.25, 0.5)
elseif entity_isState(me, STATE_PULLBACK) then
--entity_enableMotionBlur(me)
entity_setMaxSpeedLerp(me, 2, 0.5)
entity_moveTowardsTarget(me, 1, -500)
--entity_setMaxSpeedLerp(me, 2.2, 0.5)
elseif entity_isState(me, STATE_IDLE) then
--entity_disableMotionBlur(me)
entity_setMaxSpeedLerp(me, 0.5)
entity_setMaxSpeedLerp(me, 1, 1, -1, 1)
entity_rotate(me, 0, 1, 0, 0, 1)
end
end
function exitState(me)
if entity_isState(me, STATE_PULLBACK) then
entity_setState(me, STATE_ATTACK)
elseif entity_isState(me, STATE_REGROUP) then
entity_setState(me, STATE_IDLE)
end
end
function hitSurface(me)
entity_flipHorizontal(me)
if v.dir == 0 then
v.dir = 1
elseif v.dir == 1 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, -10)
end
return true
end