mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
163 lines
4.6 KiB
Lua
163 lines
4.6 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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-- ================================================================================================
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-- T U R R E T
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-- ================================================================================================
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.fireDelay = 0
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v.moveTimer = 0
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local STATE_MOVING = 1000
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local STATE_FIRING = 1001
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v.rounds = 0
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v.orb = 0
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v.fireRate = 0.75
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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local LAYER_ORB = 1
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function init(me)
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setupBasicEntity(
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me,
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"", -- texture
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6, -- health
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2, -- manaballamount
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2, -- exp
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1, -- money
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32, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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1, -- 0/1 hit other entities off/on (uses collideRadius)
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4000 -- updateCull -1: disabled, default: 4000
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)
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entity_initSkeletal(me, "Turret")
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entity_setDropChance(me, 75)
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entity_clampToSurface(me)
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entity_moveAlongSurface(me, 0, 1, 6, 40)
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entity_rotateToSurfaceNormal(me, 0.1)
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v.orb = entity_getBoneByName(me, "Orb")
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entity_setDeathParticleEffect(me, "Explode")
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--[[
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bone_setColor(v.orb, 0, 0, 1)
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]]--
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entity_setState(me, STATE_IDLE)
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esetv(me, EV_WALLOUT, 40)
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end
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function update(me, dt)
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-- dt, pixelsPerSecond, climbHeight, outfromwall
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entity_findTarget(me, 5000)
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, 48, 1, 1000)
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-- entity_rotateToSurfaceNormal(0.1)
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if entity_isState(me, STATE_MOVING) then
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entity_moveAlongSurface(me, dt, 100, 6, 40)
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entity_rotateToSurfaceNormal(me, 0.1)
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v.moveTimer = v.moveTimer + dt
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if v.moveTimer > 3 then
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entity_setState(me, STATE_IDLE)
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end
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else
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entity_moveAlongSurface(me, 0, 1, 6, 40)
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entity_rotateToSurfaceNormal(me, 0.1)
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end
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if entity_isState(me, STATE_IDLE) then
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if entity_hasTarget(me) then
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if v.rounds < 3 then
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entity_setState(me, STATE_FIRING)
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v.rounds = v.rounds + 1
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else
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v.rounds = 0
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entity_setState(me, STATE_MOVING)
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end
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end
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end
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if entity_isState(me, STATE_FIRING) then
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if entity_hasTarget(me) then
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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-- dmg, mxspd, homing, numsegs, out
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local vx, vy = bone_getNormal(v.orb)
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--bone_getOrientation()
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--entity_playSfx(me, "BasicShot")
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--entity_fireAtTarget(me, "Turret", 1, 100, 0, 3, 32, 0, -48, vx, vy)
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local s = createShot("Turret", me, entity_getTarget(me), bone_getWorldPosition(v.orb))
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shot_setAimVector(s, vx, vy)
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shot_setOut(s, 32)
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v.fireDelay = v.fireRate
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end
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end
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if not entity_isAnimating(me) then
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entity_setState(me, STATE_IDLE)
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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_getState(me)==STATE_IDLE then
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entity_animate(me, "idle", LOOP_INF)
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elseif entity_getState(me) == STATE_MOVING then
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v.moveTimer = 0
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entity_switchSurfaceDirection(me)
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entity_animate(me, "walk", LOOP_INF)
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elseif entity_getState(me) == STATE_FIRING then
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entity_animate(me, "fire")
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end
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end
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function animationKey(me, key)
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if entity_isState(me, STATE_MOVING) then
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if key == 2 or key == 3 then
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entity_playSfx(me, "RockStep")
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end
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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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end
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function dieNormal(me)
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if chance(50) then
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spawnIngredient("FishMeat", entity_x(me), entity_y(me))
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end
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end
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