mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-16 14:50:01 +00:00
194 lines
4.5 KiB
Lua
194 lines
4.5 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.head = 0
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local STATE_SWIM = 1000
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local STATE_BURST = 1001
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v.burstDelay = 0
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v.singDelay = 4
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v.fireDelay = 3
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v.fired = 0
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v.fireShotDelay = 0
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local function idle(me)
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entity_setState(me, STATE_IDLE, math.random(1)+0.5)
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end
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local function doBurstDelay()
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v.burstDelay = math.random(4) + 2
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end
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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, "Naija", "Mutant")
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--entity_setAllDamageTargets(me, false)
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entity_scale(me, 0.7, 0.7)
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entity_setCollideRadius(me, 20)
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entity_setHealth(me, 20)
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bone_alpha(entity_getBoneByName(me, "Fish2"),0)
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bone_alpha(entity_getBoneByName(me, "DualFormGlow"),0)
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v.head = entity_getBoneByName(me, "Head")
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entity_setDeathScene(me, true)
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idle(me)
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entity_setUpdateCull(me, 1300)
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loadSound("mutantnaija-note")
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loadSound("mutantnaija-note-hit")
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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_updateMovement(me, dt)
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entity_handleShotCollisions(me)
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entity_setLookAtPoint(me, bone_getWorldPosition(v.head))
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if entity_isState(me, STATE_IDLE) then
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entity_rotate(me, 0, 0.1)
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elseif entity_isState(me, STATE_SWIM) then
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entity_moveTowardsTarget(me, dt, 500)
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v.burstDelay = v.burstDelay - dt
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if v.burstDelay < 0 then
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doBurstDelay()
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entity_setMaxSpeedLerp(me, 2)
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entity_setMaxSpeedLerp(me, 1, 4)
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entity_moveTowardsTarget(me, 1, 1000)
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entity_animate(me, "burst", 0, 1)
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end
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entity_rotateToVel(me, 0.1)
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end
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entity_doEntityAvoidance(me, dt, 32, 0.5)
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entity_doCollisionAvoidance(me, dt, 4, 0.5)
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--[[
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v.singDelay = v.singDelay - dt
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if v.singDelay < 0 then
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v.singDelay = math.random(3) + 3
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entity_sound(me, getNoteName(math.random(8)), 1, 3)
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local x = entity_x(v.n) - entity_x(me)
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local y = entity_y(v.n) - entity_y(me)
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x, y = vector_setLength(x, y, 1000)
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entity_addVel(v.n, x, y)
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end
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]]--
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if entity_isState(me, STATE_SWIM) then
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if v.fired == -1 then
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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v.fired = 3
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v.fireDelay = math.random(2) + 3
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v.fireShotDelay = 0
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end
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end
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end
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if v.fired > -1 then
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v.fireShotDelay = v.fireShotDelay - dt
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if v.fireShotDelay < 0 then
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local s = createShot("MutantNaija", me, v.n, bone_getWorldPosition(v.head))
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v.fired = v.fired - 1
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if v.fired == 0 then
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v.fired = -1
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end
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v.fireShotDelay = 0.2
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end
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end
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local thresh = 10
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if entity_velx(me) > thresh and not entity_isfh(me) then
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entity_fh(me)
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end
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if entity_velx(me) < -thresh and entity_isfh(me) then
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entity_fh(me)
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end
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entity_touchAvatarDamage(me, 8, 1, 500)
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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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elseif entity_isState(me, STATE_SWIM) then
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entity_animate(me, "swim", -1)
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elseif entity_isState(me, STATE_DEATHSCENE) then
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entity_setColor(me, 0.3, 0.3, 0.3, 1)
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entity_setPosition(me, entity_x(me), entity_y(me)+400, -300)
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entity_setStateTime(me, entity_animate(me, "diePainfully", 2))
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entity_rotate(me, 0, 0.1)
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end
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end
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function exitState(me)
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if entity_isState(me, STATE_IDLE) then
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entity_rotate(me, 0, 0.1)
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entity_setState(me, STATE_SWIM, math.random(6)+4)
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elseif entity_isState(me, STATE_SWIM) then
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idle(me)
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doBurstDelay()
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elseif entity_isState(me, STATE_DEATHSCENE) then
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spawnParticleEffect("TinyBlueExplode", entity_getPosition(me))
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end
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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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