mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-16 14:50:01 +00:00
120 lines
2.8 KiB
Lua
120 lines
2.8 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.bone_tentacles = 0
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v.fireDelay = 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, "Abaddon")
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--entity_setAllDamageTargets(me, true)
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entity_generateCollisionMask(me)
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v.bone_tentacles = entity_getBoneByName(me, "Tentacles")
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entity_setDeathParticleEffect(me, "BigRedExplode")
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entity_setDeathScene(me, true)
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entity_setHealth(me, 24)
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entity_setState(me, STATE_IDLE)
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entity_setCullRadius(me, 512)
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entity_setUpdateCull(me, 3000)
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entity_setDropChance(me, 100, 1)
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entity_setDamageTarget(me, DT_ENEMY_BEAM, false)
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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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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end
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function update(me, dt)
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entity_handleShotCollisionsSkeletal(me)
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if bone ~= 0 then
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entity_touchAvatarDamage(me, 0, 1, 400)
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end
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v.fireDelay = v.fireDelay + dt
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if v.fireDelay > 4 then
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v.fireDelay = 0
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local radius = 64
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local maxa = 3.14 * 2
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local off = bone_getRotation(v.bone_tentacles)
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local a = off
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while a < maxa+off do
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local s = createShot("Abaddon", me)
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shot_setAimVector(s, math.sin(a), math.cos(a))
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shot_setOut(s, radius)
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a = a + (3.14*2)/8.0
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end
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end
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entity_updateMovement(me, dt)
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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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bone_rotate(v.bone_tentacles, 360, 10, -1)
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elseif entity_isState(me, STATE_DEATHSCENE) then
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local t = 2
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entity_offset(me, 10, 0, 0.05, -1, 1)
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entity_setStateTime(me, t)
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entity_scale(me, 0.2, 0.2, t, 0, 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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if bone == v.bone_tentacles then
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return false
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end
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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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