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Aquaria/game_scripts/scripts/entities/_unused/ancient-bulb.lua

159 lines
3.6 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
v.n = 0
v.noteDown = -1
v.note1 = -1
v.note2 = -1
v.note3 = -1
v.ingToSpawn = ""
v.entToSpawn = ""
v.amount = 0
function init(me)
setupEntity(me)
entity_initSkeletal(me, "ancient-bulb")
entity_setEntityType(me, ET_NEUTRAL)
--entity_setCollideRadius(me, 0)
entity_setState(me, STATE_IDLE)
entity_setMaxSpeed(me, 1200)
entity_offset(me, 0, 10, 1, -1, 1, 1)
entity_setUpdateCull(me, 2000)
entity_animate(me, "idle")
v.note2 = getRandNote()
entity_setColor(me, getNoteColor(v.note2))
entity_setEntityLayer(me, 1)
local n1 = getNearestNodeByType(entity_x(me), entity_y(me), PATH_SETING)
if n1 ~= 0 and node_isEntityIn(n1, me) then
v.ingToSpawn = node_getContent(n1)
v.amount = node_getAmount(n1) if v.amount == 0 then v.amount = 1 end
else
local n2 = getNearestNodeByType(entity_x(me), entity_y(me), PATH_SETENT)
if n2 ~= 0 and node_isEntityIn(n2, me) then
v.entToSpawn = node_getContent(n2)
v.amount = node_getAmount(n2) if v.amount == 0 then v.amount = 1 end
end
end
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
if v.noteDown ~= -1 and entity_isEntityInRange(me, v.n, 800) then
local rotspd = 0.8
if v.noteDown == v.note2 then
entity_moveTowardsTarget(me, dt, 1000)
entity_setMaxSpeedLerp(me, 2.0, 0)
entity_rotateToVel(me, rotspd)
elseif v.noteDown == v.note1 or v.noteDown == v.note3 then
entity_moveTowardsTarget(me, dt, 500)
if entity_doEntityAvoidance(me, dt, 128, 1.0) then
entity_setMaxSpeedLerp(me, 0.2)
else
entity_setMaxSpeedLerp(me, 1, 0.2)
end
entity_rotateToVel(me, rotspd)
end
else
v.noteDown = -1
entity_rotate(me, 0, 0.5, 0, 0, 1)
entity_setMaxSpeedLerp(me, 0.2, 2)
end
entity_doFriction(me, dt, 200)
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
elseif entity_isState(me, STATE_OPEN) then
end
end
function exitState(me)
if entity_isState(me, STATE_OPEN) then
if entity_isFlag(me, 0) then
entity_setStateTime(me, 1)
entity_setFlag(me, 1)
local bx, by = bone_getWorldPosition(v.bulb)
if v.ingToSpawn ~= "" or v.entToSpawn ~= "" then
playSfx("secret")
end
if v.ingToSpawn ~= "" then
for i=1,v.amount do
spawnIngredient(v.ingToSpawn, bx, by, 1, (i==1))
end
elseif v.entToSpawn ~= "" then
for i=1,v.amount do
createEntity(v.entToSpawn, "", bx, by)
end
end
end
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)
v.noteDown = note
end
function songNoteDone(me, note)
v.noteDown = -1
end
function song(me, song)
end
function activate(me)
end