mirror of
https://github.com/AquariaOSE/Aquaria.git
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139 lines
3 KiB
Lua
139 lines
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.lungeDelay = 3
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v.fireDelay = 2
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v.shots = 3
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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, "RotBaby-Form3")
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entity_setCollideRadius(me, 25)
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entity_addRandomVel(me, 500)
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entity_setUpdateCull(me, 3000)
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entity_setHealth(me, 6)
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entity_setDeathParticleEffect(me, "TinyRedExplode")
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entity_setMaxSpeed(me, 900)
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entity_setDropChance(me, 40, 1)
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entity_setState(me, STATE_IDLE)
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end
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function postInit(me)
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v.n = getNaija()
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end
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function update(me, dt)
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entity_findTarget(me, 800)
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if entity_hasTarget(me) then
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if entity_isTargetInRange(me, 256) then
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entity_moveTowardsTarget(me, dt, -800)
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entity_moveAroundTarget(me, dt, 2000, 1)
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else
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entity_moveTowardsTarget(me, dt, 1000)
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end
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end
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entity_doCollisionAvoidance(me, dt, 8, 0.5)
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entity_doEntityAvoidance(me, dt, 64, 1.0)
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entity_rotateToVel(me, 0.1)
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entity_updateMovement(me, dt)
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 800)
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--[[
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if v.lungeDelay > 0 then
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v.lungeDelay = v.lungeDelay - dt
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if v.lungeDelay <= 0 then
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entity_setMaxSpeedLerp(me, 1.2)
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entity_setMaxSpeedLerp(me, 1, 1)
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entity_moveTowardsTarget(me, 1, 1200)
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v.lungeDelay = math.random(3) + 1
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end
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end
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]]--
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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v.shots = v.shots - 1
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if v.shots < 0 then
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v.fireDelay = math.random(2)+2
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v.shots = 3
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else
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v.fireDelay = 0.3
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local s = createShot("BlasterFire", me, entity_getTarget(me))
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shot_setOut(s, 32)
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entity_moveTowardsTarget(me, 1, -500)
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end
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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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if damageType == DT_ENEMY_BEAM then
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return false
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end
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if damageType == DT_AVATAR_BITE then
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entity_changeHealth(me, -10)
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end
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return true
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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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