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Aquaria/game_scripts/scripts/entities/leach.lua
fgenesis 47c31660ca minor script fixes
- restored leach.lua 1.1.1 compatibility (entity_*TargetLeaches still works)
- fixed possible script warning when picking up a collectible
- made energy bariers ignore damage
2011-11-21 00:01:12 +01:00

149 lines
4.4 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
-- ================================================================================================
-- L E A C H
-- ================================================================================================
-- entity specific
local STATE_ATTACHED = 1000
local STATE_FLYOFF = 1001
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.attachOffsetX = 0
v.attachOffsetY = 0
v.attachBone = 0
v.rollTime = 0
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
v.maxRollTime = math.random(10)/10.0 + 0.5
setupBasicEntity(
me,
"Leach", -- texture
3, -- health
0, -- manaballamount
1, -- exp
0, -- money
16, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
64, -- sprite width
64, -- sprite height
0, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
5000, -- updateCull -1: disabled, default: 4000
1
)
entity_setDeathParticleEffect(me, "LeachExplode")
end
function update(me, dt)
if entity_getState(me)==STATE_IDLE then
if not entity_hasTarget(me) then
entity_findTarget(me, 550)
else
if entity_isTargetInRange(me, 32) then
if not isForm(FORM_FISH) then
entity_setState(me, STATE_ATTACHED)
end
elseif entity_isTargetInRange(me, 300) then
entity_setMaxSpeed(me, 800)
entity_moveTowardsTarget(me, dt, 2100)
else
entity_moveTowardsTarget(me, dt, 200)
end
entity_doCollisionAvoidance(me, dt, 5, 1)
end
elseif entity_getState(me)==STATE_ATTACHED then
if isForm(FORM_FISH) then
entity_setState(me, STATE_FLYOFF, 2)
return
end
entity_rotate(me, bone_getWorldRotation(v.attachBone))
entity_setPosition(me, bone_getWorldPosition(v.attachBone))
if avatar_isRolling() then
v.rollTime = v.rollTime + dt
if v.rollTime > v.maxRollTime then
entity_setState(me, STATE_FLYOFF, 2)
end
end
end
if not(entity_isState(me, STATE_ATTACHED)) then
entity_updateMovement(me, dt)
entity_rotateToVel(me, 0.1)
entity_handleShotCollisions(me)
end
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_setEntityType(me, ET_ENEMY)
entity_setMaxSpeed(me, 400)
elseif entity_getState(me)==STATE_ATTACHED then
entity_setEntityType(me, ET_NEUTRAL)
entity_setMaxSpeed(me, 0)
entity_incrTargetLeaches(me)
entity_sound(me, "Leach")
v.attachBone = entity_getNearestBoneToPosition(entity_getTarget(me), entity_getPosition(me))
--[[
v.attachOffsetX = entity_x(me) - entity_getTargetPositionX(me)
v.attachOffsetY = entity_y(me) - entity_getTargetPositionY(me)
]]--
elseif entity_isState(me, STATE_FLYOFF) then
entity_setEntityType(me, ET_ENEMY)
v.rollTime = 0
entity_setMaxSpeed(me, 800)
entity_addRandomVel(me, 1000)
end
end
function exitState(me)
if entity_getState(me)==STATE_ATTACHED then
-- entity_setState(STATE_IDLE)
entity_decrTargetLeaches(me)
elseif entity_isState(me, STATE_FLYOFF) then
entity_setState(me, STATE_IDLE)
end
end
function hitSurface(me)
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_AVATAR_BITE then
entity_setHealth(me, 0)
end
return true
end