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Aquaria/game_scripts/scripts/entities/rockhead.lua

99 lines
2.7 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
-- ================================================================================================
-- M A U L
-- ================================================================================================
v.dir = 0
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"Fish-RockHead", -- texture
3, -- health
1, -- manaballamount
1, -- exp
1, -- money
20, -- collideRadius
STATE_IDLE, -- initState
90, -- sprite width
90, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
-1 -- updateCull -1: disabled, default: 4000
)
entity_setDropChance(me, 50)
entity_setMaxSpeedLerp(me, 0.5)
entity_setMaxSpeedLerp(me, 1, 1, -1, 1)
entity_setSegs(me, 8, 2, 0.1, 0.2, 0, -0.03, 8, 0)
entity_setDeathParticleEffect(me, "TinyBlueExplode")
end
function update(me, dt)
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, 20, 1, 1200)
if v.dir==0 then
entity_addVel(me, -1000, 0)
else
entity_addVel(me, 1000, 0)
end
entity_updateMovement(me, dt)
end
function enterState(me)
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_CRUSH then
return true
elseif damageType == DT_ENEMY_POISON or damageType == DT_ENEMY_ACTIVEPOISON then
return true
else
playNoEffect()
return false
end
return false
end
function hitSurface(me)
entity_flipHorizontal(me)
if v.dir == 0 then
v.dir = 1
elseif v.dir == 1 then
v.dir = 0
end
end
function activate(me)
end