mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-29 22:35:45 +00:00
98 lines
2.6 KiB
Lua
98 lines
2.6 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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-- energy door
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v.glow = 0
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v.spiral = 0
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v.sceneName = ""
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v.nodeName = ""
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v.flip = ""
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function v.commonInit(me)
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setupEntity(me, "", -2)
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entity_initSkeletal(me, "SongDoor")
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v.glow = entity_getBoneByName(me, "Glow")
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v.spiral = entity_getBoneByName(me, "Spiral")
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entity_scale(me, 1.25,1.25)
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entity_setActivationType(me, AT_NONE)
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entity_setFillGrid(me, true)
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entity_setWidth(me, 512)
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entity_setHeight(me, 512)
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--entity_scale(me, 1.5, 1.5)
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bone_alpha(v.glow, 0)
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end
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function v.setWarpSceneNode(scene, node, f)
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v.sceneName = scene
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v.nodeName = node
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v.flip = f
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end
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function update(me, dt)
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--debugLog("updating!")
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if entity_isState(me, STATE_OPENED) then
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--debugLog("is opened")
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local vx, vy = entity_getPosition(getNaija())
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local vx2, vy2 = bone_getWorldPosition(v.spiral)
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if isWithin(vx, vy, vx2, vy2, 140) then
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--debugLog("gotcha!")
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--warpAvatar("NaijaCave", 400, 300)
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if v.sceneName ~= "" then
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warpNaijaToSceneNode(v.sceneName, v.nodeName, v.flip)
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end
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end
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end
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if entity_isState(me, STATE_OPEN) then
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if not entity_isAnimating(me) then
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entity_setState(me, STATE_OPENED)
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end
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end
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end
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function animationKey(me, key)
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if key == 1 then
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debugLog("Fading out door")
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local x, y = bone_getWorldPosition(v.spiral)
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spawnParticleEffect("SongDoorOpen", x, y)
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bone_alpha(v.spiral, 0, 2.9)
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end
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end
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function enterState(me)
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if entity_isState(me, STATE_OPEN) then
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bone_alpha(v.glow, 1, 2)
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entity_animate(me, "open")
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elseif entity_isState(me, STATE_OPENED) then
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entity_animate(me, "opened", LOOP_INF)
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bone_alpha(v.glow, 1)
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bone_alpha(v.spiral, 0)
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elseif entity_isState(me, STATE_CLOSED) then
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entity_animate(me, "idle", LOOP_INF)
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end
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end
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function exitState(me)
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end
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function hitSurface(me)
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end
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