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Aquaria/files/scripts/entities/cc_mother.lua

106 lines
2.3 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
-- sings while animating
v.n = 0
v.singDelay = 60
v.singingStarted = false
v.head = 0
function init(me)
setupEntity(me)
--entity_setEntityLayer(me, 1)
entity_setEntityType(me, ET_NEUTRAL)
entity_initSkeletal(me, "CC_Mother")
entity_setAllDamageTargets(me, false)
entity_setState(me, STATE_IDLE)
entity_scale(me, 0.5, 0.5)
loadSound("Anima")
v.head = entity_getBoneByName(me, "Head")
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
if entity_getAlpha(me) == 1 then
if v.singingStarted and entity_isState(me, STATE_SING) then
if entity_isEntityInRange(me, v.n, 600) then
v.singDelay = v.singDelay + dt
if v.singDelay > 10 then
v.singDelay = 0
playSfx("Anima")
--entity_setState(me, STATE_SING)
end
end
end
entity_setLookAtPoint(me, bone_getWorldPosition(v.head))
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_SING) then
entity_animate(me, "sing", -1)
v.singingStarted = true
end
end
function exitState(me)
if entity_isState(me, STATE_SING) then
--entity_setState(me, STATE_IDLE)
v.singDelay = 0
end
end
function damage(me, attacker, bone, damageType, dmg)
return false
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end