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Aquaria/files/scripts/entities/mantis-bomb.lua

155 lines
3 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
v.n = 0
v.timer = 0
v.flashing = false
v.pulled = false
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_setTexture(me, "mantis/bomb")
entity_setAllDamageTargets(me, false)
entity_setCollideRadius(me, 64)
entity_setState(me, STATE_IDLE)
entity_scale(me, 3, 3)
entity_setCanLeaveWater(me, true)
entity_setProperty(me, EP_MOVABLE, true)
entity_rotate(me, 360, 1, -1)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
local function explode(me)
playSfx("mantis-bomb")
entity_delete(me)
shakeCamera(4, 1)
local maxa = 3.14 * 2
local a = 0
while a < maxa do
local s = createShot("mantisbomb", me)
shot_setAimVector(s, math.sin(a), math.cos(a))
a = a + (3.14*2)/16.0
end
end
function update(me, dt)
entity_updateMovement(me, dt)
entity_checkSplash(me)
if entity_isUnderWater(me) then
entity_setWeight(me, 10)
entity_setMaxSpeed(me, 400)
else
entity_setWeight(me, 400)
entity_setMaxSpeed(me, 800)
end
v.timer = v.timer + dt
if v.timer > 5 and not v.flashing then
v.flashing = true
entity_color(me, 1, 1, 1)
entity_color(me, 1, 0.0, 0.0, 0.1, -1, 1)
entity_offset(me, -10, 0)
entity_offset(me, 10, 0, 0.05, -1, 1)
end
if v.timer > 10 then
explode(me)
return
end
if entity_isBeingPulled(me) then
v.pulled = true
end
if not entity_isBeingPulled(me) and v.pulled then
v.pulled = false
local vx = entity_velx(me)
local vy = entity_vely(me)
entity_clearVel(me)
entity_addVel(me, vx*0.25, vy*0.25)
entity_addVel(me, 0, 50)
end
if not entity_isBeingPulled(me) then
if entity_touchAvatarDamage(me, entity_getCollideRadius(me, 3), 3, 1000, 0.5) then
explode(me)
return
end
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
end
end
function exitState(me)
end
function msg(me, msg)
if msg == "exp" then
explode(me)
end
end
function damage(me, attacker, bone, damageType, dmg)
return false
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end