mirror of
https://github.com/AquariaOSE/Aquaria.git
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109 lines
2.3 KiB
Lua
109 lines
2.3 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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v.n = 0
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v.maxFireDelay = 2
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v.fireDelay = v.maxFireDelay
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v.btm = 0
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "aleph")
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entity_setAllDamageTargets(me, false)
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entity_generateCollisionMask(me)
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entity_setState(me, STATE_IDLE)
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v.btm = entity_getBoneByName(me, "btm")
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bone_alpha(v.btm, 0.5, 0.1, -1, 1)
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end
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function postInit(me)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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end
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function update(me, dt)
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entity_updateMovement(me, dt)
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entity_handleShotCollisionsSkeletal(me)
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if bone ~= 0 then
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if avatar_isBursting() and entity_setBoneLock(v.n, me, bone) then
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else
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local bx, by = bone_getWorldPosition(bone)
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local x, y = entity_getPosition(v.n)
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x = x - bx
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y = y - by
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x,y = vector_setLength(x, y, 2000)
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entity_clearVel(v.n)
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entity_addVel(v.n, x, y)
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end
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end
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay <= 0 then
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v.fireDelay = v.maxFireDelay
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local s = createShot("creatorform6-hand", me, v.n)
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shot_setOut(s, 64)
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shot_setAimVector(s, 0, 800)
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end
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end
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function enterState(me)
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if entity_isState(me, STATE_IDLE) then
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entity_animate(me, "idle", -1)
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end
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end
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function exitState(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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return false
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end
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function animationKey(me, key)
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end
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function hitSurface(me)
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end
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function songNote(me, note)
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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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function activate(me)
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end
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