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https://github.com/AquariaOSE/Aquaria.git
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93 lines
3 KiB
Lua
93 lines
3 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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-- ================================================================================================
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-- TEMPLE STATUE
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-- ================================================================================================
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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v.bone_head = 0
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function init(me)
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setupBasicEntity(
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me,
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"", -- texture
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15, -- health
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2, -- manaballamount
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2, -- exp
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1, -- money
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32, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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1, -- 0/1 hit other entities off/on (uses collideRadius)
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4000, -- updateCull -1: disabled, default: 4000
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0
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)
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entity_setCull(me, false)
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entity_setEntityType(me, ET_NEUTRAL)
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entity_initSkeletal(me, "TempleStatue")
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v.bone_head = entity_getBoneByName(me, "Head")
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entity_setName(me, "TempleStatue")
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entity_setState(me, STATE_IDLE)
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end
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function update(me, dt)
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if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_BREAK) then
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entity_setLookAtPoint(me, bone_getWorldPosition(v.bone_head))
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end
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end
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function enterState(me)
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if entity_getState(me)==STATE_IDLE then
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entity_animate(me, "idle", LOOP_INF)
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elseif entity_isState(me, STATE_BREAK) then
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entity_setStateTime(me, entity_animate(me, "break"))
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elseif entity_isState(me, STATE_BROKEN) then
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esetv(me, EV_LOOKAT, 0)
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entity_animate(me, "broken", LOOP_INF)
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end
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end
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function animationKey(me, key)
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end
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function exitState(me)
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if entity_isState(me, STATE_BREAK) then
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esetv(me, EV_LOOKAT, 0)
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--entity_setState(me, STATE_BROKEN)
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end
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end
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function hitSurface(me)
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end
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