mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
163 lines
3.7 KiB
Lua
163 lines
3.7 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.ing = 0
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v.ingToSpawn = 0
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v.amount = 0
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v.cycle = 0
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v.cycleMax = 5
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v.phase = 0
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v.hits = 2
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v.hitDelay = 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, "otter")
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entity_setHealth(me, 6)
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entity_setCollideRadius(me, 32)
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entity_setState(me, STATE_IDLE)
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v.ing = entity_getBoneByName(me, "ing")
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entity_scale(me, 0.7, 0.7)
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entity_addVel(me, randVector(400))
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entity_setUpdateCull(me, 3000)
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entity_setCullRadius(me, 300)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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entity_setInternalOffset(me, 0, -10)
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entity_setInternalOffset(me, 0, 10, 0.5, -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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bone_alpha(v.ing, 0)
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local n1 = getNearestNodeByType(entity_x(me), entity_y(me), PATH_SETING)
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if n1 ~= 0 and node_isEntityIn(n1, me) then
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v.ingToSpawn = node_getContent(n1)
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v.amount = node_getAmount(n1) if v.amount == 0 then v.amount = 1 end
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bone_alpha(v.ing, 1)
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bone_setTexture(v.ing, string.format("ingredients/%s", getIngredientGfx(v.ingToSpawn)))
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--bone_scale(v.ing, 0.9, 0.9)
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end
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end
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function update(me, dt)
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if v.hitDelay > 0 then
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v.hitDelay = v.hitDelay - dt
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if v.hitDelay < 0 then
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v.hitDelay = 0
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end
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end
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v.cycle = v.cycle + dt
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if v.cycle > v.cycleMax then
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v.cycle = 0
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v.phase = v.phase + 1
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if v.phase > 1 then
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v.phase = 0
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end
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if v.phase == 0 then
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entity_setMaxSpeedLerp(me, 0.5, 3)
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entity_addVel(me, randVector(400))
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spawnParticleEffect("bubble-release", entity_x(me), entity_y(me))
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elseif v.phase == 1 then
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entity_setMaxSpeedLerp(me, 1.5, 3)
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end
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end
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entity_doCollisionAvoidance(me, dt, 4, 1)
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entity_doCollisionAvoidance(me, dt, 6, 0.1)
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entity_updateMovement(me, dt)
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entity_handleShotCollisions(me)
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entity_rotateToVel(me, 0.1)
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if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0, 1000) then
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if avatar_isBursting() then
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if v.hitDelay <= 0 then
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v.hits = v.hits - 1
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entity_offset(me, 0, 0)
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entity_offset(me, 10, 0, 0.05, 4, 1)
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playSfx("hit-soft")
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entity_moveTowardsTarget(me, -1, 1000)
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if v.hits <= 0 and v.ingToSpawn ~= 0 then
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playSfx("secret")
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bone_alpha(v.ing, 0)
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for i=1,v.amount do
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i = spawnIngredient(v.ingToSpawn, entity_x(me), entity_y(me), 1, (i==1))
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end
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v.ingToSpawn = 0
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end
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v.hitDelay = 0.5
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end
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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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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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