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https://github.com/AquariaOSE/Aquaria.git
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81 lines
2.1 KiB
Lua
81 lines
2.1 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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-- LIGHT CRYSTAL
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v.charge = 0
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v.delay = 1
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v.glow = 0
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function init(me)
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setupEntity(me)
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entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
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entity_setProperty(me, EP_MOVABLE, true)
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entity_setCollideRadius(me, 32)
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entity_setWeight(me, 300)
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entity_setMaxSpeed(me, 450)
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entity_setEntityType(me, ET_NEUTRAL)
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entity_initSkeletal(me, "LightCrystal")
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entity_animate(me, "idle", -1)
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v.bone_glow = entity_getBoneByName(me, "Glow")
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bone_alpha(v.bone_glow, 0)
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v.glow = createQuad("Naija/LightFormGlow", 13)
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quad_scale(v.glow, 6, 6)
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quad_alpha(v.glow, 0)
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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_updateCurrents(me)
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quad_setPosition(v.glow, entity_getPosition(me))
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end
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function enterState(me)
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if entity_isState(me, STATE_CHARGED) then
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quad_alpha(v.glow, 1)
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bone_alpha(v.bone_glow, 1)
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elseif entity_isState(me, STATE_CHARGE) then
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quad_alpha(v.glow, 1, 1.5)
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bone_alpha(v.bone_glow, 1, 1.5)
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playSfx("SunForm")
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elseif entity_isState(me, STATE_DEAD) then
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quad_delete(v.glow)
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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 hitSurface(me)
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--entity_sound(me, "rock-hit")
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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 activate(me)
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end
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