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Aquaria/files/scripts/entities/mutileye.lua

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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 U T I L E Y E (alpha)
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.orient = ORIENT_LEFT
v.orientTimer = 0
v.node_mist = 0
v.eMate = 0
v.matingTimer = 0
v.mateCheckDelay = 4
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function init(me)
v.swimTimer = 0.28 + (math.random(34) * 0.01)
setupBasicEntity(me,
"Mutileye/Head", -- texture
4 + math.random(4), -- health
1, -- manaballamount
1, -- exp
1, -- money
28, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
1, -- 0/1 hit other entities off/on (uses collideRadius)
4000, -- updateCull -1: disabled, default: 4000
1
)
entity_setDeathParticleEffect(me, "TinyGreenExplode")
entity_initSkeletal(me, "Mutileye")
v.head = entity_getBoneByName(me, "Head")
v.tail01 = entity_getBoneByName(me, "Tail01")
v.tail02 = entity_getBoneByName(me, "Tail02")
v.tail03 = entity_getBoneByName(me, "Tail03")
v.tail04 = entity_getBoneByName(me, "Tail04")
-- SEGMENT TAIL
bone_setSegmentChainHead(v.head, true)
bone_setSegmentProps(v.head, 30, 30, true)
bone_addSegment(v.head, v.tail04)
bone_rotateOffset(v.tail04, -180)
bone_addSegment(v.head, v.tail03)
bone_rotateOffset(v.tail03, -180)
bone_addSegment(v.head, v.tail02)
bone_rotateOffset(v.tail02, -180)
bone_addSegment(v.head, v.tail01)
bone_rotateOffset(v.tail01, -180)
--entity_scale(me, 0.42 + (math.random(21) * 0.01), 0.42 + (math.random(21) * 0.01)) -- Segment tail doesn't scale yet
entity_scale(me, 0.8, 0.8)
entity_setMaxSpeed(me, 567)
entity_setEatType(me, EAT_FILE, "SmallFood")
end
function postInit(me)
entity_setState(me, STATE_IDLE)
end
function update(me, dt)
local amt = 321 + math.random(234)
if not entity_hasTarget(me) then
entity_findTarget(me, 690)
v.swimTimer = v.swimTimer - dt
if v.swimTimer <= 0 then
v.swimTimer = 0.64
if v.orient == ORIENT_LEFT then
entity_addVel(me, -amt, 0)
v.orient = ORIENT_UP
elseif v.orient == ORIENT_UP then
entity_addVel(me, 0, -amt)
v.orient = ORIENT_RIGHT
elseif v.orient == ORIENT_RIGHT then
entity_addVel(me, amt, 0)
v.orient = ORIENT_DOWN
elseif v.orient == ORIENT_DOWN then
entity_addVel(me, 0, amt)
v.orient = ORIENT_LEFT
end
entity_rotateToVel(me, 0.2)
v.orientTimer = v.orientTimer + dt
entity_doEntityAvoidance(me, 1, 256, 0.2)
end
entity_doCollisionAvoidance(me, dt, 6, 0.5)
else
v.swimTimer = v.swimTimer - dt
if v.swimTimer <= 0 then
v.swimTimer = 0.28 + (math.random(54) * 0.01)
entity_moveTowardsTarget(me, 1, amt)
if not entity_isNearObstruction(getNaija(), 8) then
entity_doCollisionAvoidance(me, 1, 6, 0.5)
end
entity_doEntityAvoidance(me, 1, 256, 0.2)
entity_rotateToVel(me, 0.2)
else
entity_moveTowardsTarget(me, dt, 123)
entity_doEntityAvoidance(me, dt, 64, 0.12)
entity_doCollisionAvoidance(me, dt, 8, 0.48)
end
entity_findTarget(me, 1111)
end
entity_doFriction(me, dt, 600)
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, 23, 1, 1234)
end
function enterState(me)
if entity_getState(me) == STATE_IDLE then
entity_animate(me, "idle", LOOP_INF)
v.mateCheckDelay = 3
v.matingTimer = 0
entity_setMaxSpeed(me, 400)
end
end
function exitState(me)
end
function hitSurface(me)
v.orient = v.orient + 1
end
function dieNormal(me)
end