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https://github.com/AquariaOSE/Aquaria.git
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101 lines
2.8 KiB
Lua
101 lines
2.8 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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-- M A U L
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-- ================================================================================================
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-- entity specific
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local STATE_FIRE = 1000
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local STATE_PULLBACK = 1001
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v.fireDelay = 0
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v.dir = 0
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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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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6, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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32, -- collideRadius
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STATE_IDLE, -- initState
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128, -- sprite width
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64, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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-1 -- updateCull -1: disabled, default: 4000
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)
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entity_setDropChance(me, 50)
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entity_setMaxSpeedLerp(me, 0.5)
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entity_setMaxSpeedLerp(me, 1, 1, -1, 1)
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entity_initSkeletal(me, "ClockworkFish")
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entity_animate(me, "idle", -1)
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entity_setDeathParticleEffect(me, "TinyRedExplode")
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entity_scale(me, 0.75, 0.75)
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entity_setDamageTarget(me, DT_AVATAR_BITE, false)
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end
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function update(me, dt)
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, 32, 1, 1200)
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if v.dir==0 then
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entity_addVel(me, -1000, 0)
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else
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entity_addVel(me, 1000, 0)
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end
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entity_updateMovement(me, dt)
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end
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function enterState(me)
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if entity_isState(me, STATE_DEAD) then
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entity_sound(me, "MetalExplode", math.random(200)+1000)
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spawnParticleEffect("ClockworkFishDie", entity_getPosition(me))
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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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entity_flipHorizontal(me)
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if v.dir == 0 then
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v.dir = 1
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elseif v.dir == 1 then
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v.dir = 0
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end
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end
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function activate(me)
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end
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