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Aquaria/files/scripts/entities/core.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
v.node = 0
v.dir = 0
v.dirTimer = 0
v.bone_body = 0
v.bone_eye1 = 0
v.bone_eye2 = 0
v.bone_eye3 = 0
v.bone_eye4 = 0
v.bone_tentacles = 0
local function doEye(bone)
bone_scale(bone, 0.6, 0.6, 0)
bone_scale(bone, 1.2, 1.2, 4 + math.random(6))
end
local function updateEye(bone)
local x,y = bone_getScale(bone)
if x > 1.1 then
local sx,sy = bone_getWorldPosition(bone)
createEntity("Moneye", "", sx, sy)
spawnParticleEffect("TinyGreenExplode", sx, sy)
doEye(bone)
end
end
local function clearBarriers()
if v.node ~= 0 then
-- do magic
node_setElementsInLayerActive(v.node, 2, false)
reconstructGrid()
end
end
function init(me)
if entity_isFlag(me, 1) then
return
end
setupBasicEntity(
me,
"", -- texture
64, -- health
1, -- manaballamount
1, -- exp
1, -- money
135, -- collideRadius
STATE_IDLE, -- initState
0, -- sprite width
0, -- sprite height
0, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
4000
)
entity_initSkeletal(me, "Core")
entity_animate(me, "idle")
v.bone_body = entity_getBoneByName(me, "Body")
v.bone_eye1 = entity_getBoneByName(me, "Eye1")
v.bone_eye2 = entity_getBoneByName(me, "Eye2")
v.bone_eye3 = entity_getBoneByName(me, "Eye3")
v.bone_eye4 = entity_getBoneByName(me, "Eye4")
v.bone_tentacles = entity_getBoneByName(me, "Tentacles")
doEye(v.bone_eye1)
doEye(v.bone_eye2)
doEye(v.bone_eye3)
doEye(v.bone_eye4)
bone_setSegs(v.bone_body, 2, 8, 0.5, 0.1, -0.018, 0, 2, 1)
bone_setSegs(v.bone_tentacles, 2, 8, 0.5, 0.1, -0.018, 0, 3, 0.5)
entity_setMaxSpeed(me, 100)
--entity_setCullRadius(me, 1024)
end
function postInit(me)
v.node = entity_getNearestNode(me, "CORERANGE")
if entity_isFlag(me, 1) then
clearBarriers()
entity_delete(me)
end
end
function update(me, dt)
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0, 1000)
if v.dir == 0 then
entity_addVel(me, -100*dt, 0)
else
entity_addVel(me, 100*dt, 0)
end
v.dirTimer = v.dirTimer - dt
if v.dirTimer < 0 then
v.dirTimer = math.random(2)+1
if v.dir == 0 then
v.dir = 1
else
v.dir = 0
end
end
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt)
updateEye(v.bone_eye1)
updateEye(v.bone_eye2)
updateEye(v.bone_eye3)
updateEye(v.bone_eye4)
end
function enterState(me, state)
if entity_isState(me, STATE_DEAD) then
clearBarriers()
entity_setFlag(me, 1)
end
end
function damage(me)
return true
end