mirror of
https://github.com/AquariaOSE/Aquaria.git
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161 lines
4.6 KiB
Lua
161 lines
4.6 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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-- ================================================================================================
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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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local STATE_REGROUP = 1002
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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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"Piranha", -- texture
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4, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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16, -- collideRadius
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- 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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1024, -- updateCull -1: disabled, default: 4000
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1
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)
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--entity_setSegs(me, 8, 2, 0.1, 0.9, 0, -0.03, 8, 0)
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entity_setDeathParticleEffect(me, "TinyRedExplode")
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entity_setState(me, STATE_IDLE)
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entity_scale(me, 0.6, 0.6)
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entity_setMaxSpeed(me, 300)
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--entity_rotateOffset(me, 90)
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entity_setBeautyFlip(me, false)
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end
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function update(me, dt)
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if entity_isState(me, STATE_ATTACK) then
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entity_moveTowardsTarget(me, dt, 1000)
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entity_rotateToVel(me, 0.1)
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entity_flipToVel(me)
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entity_doCollisionAvoidance(me, dt, 8, 0.4)
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entity_doEntityAvoidance(me, dt, 16, 0.8)
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elseif entity_isState(me, STATE_PULLBACK) then
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entity_moveTowardsTarget(me, dt, -4000)
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entity_rotateToVel(me, 0.1)
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entity_flipToVel(me)
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entity_doCollisionAvoidance(me, dt, 8, 0.4)
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entity_doEntityAvoidance(me, dt, 32, 0.8)
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elseif entity_isState(me, STATE_REGROUP) then
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entity_doEntityAvoidance(me, dt, 32, -2.0)
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elseif entity_isState(me, STATE_IDLE) then
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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_rotateToVel(me, 0.1)
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entity_flipToVel(me)
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entity_doEntityAvoidance(me, dt, 32, 0.8)
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end
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if entity_hasTarget(me) then
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if not (entity_isState(me, STATE_ATTACK) or entity_isState(me, STATE_PULLBACK)) then
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entity_setState(me, STATE_ATTACK)
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else
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entity_findTarget(me, 600)
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end
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else
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if not entity_isState(me, STATE_IDLE) then
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entity_setState(me, STATE_IDLE)
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end
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entity_findTarget(me, 500)
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end
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entity_updateCurrents(me, dt)
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entity_updateMovement(me, dt)
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entity_handleShotCollisions(me)
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if entity_isState(me, STATE_ATTACK) then
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if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.5, 200) then
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entity_sound(me, "Bite", 1200+math.random(200))
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entity_setState(me, STATE_PULLBACK, 0.9)
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end
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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_ATTACK) then
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--entity_disableMotionBlur(me)
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entity_setMaxSpeedLerp(me, 2.25, 0.5)
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elseif entity_isState(me, STATE_PULLBACK) then
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--entity_enableMotionBlur(me)
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entity_setMaxSpeedLerp(me, 2, 0.5)
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entity_moveTowardsTarget(me, 1, -500)
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--entity_setMaxSpeedLerp(me, 2.2, 0.5)
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elseif entity_isState(me, STATE_IDLE) then
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--entity_disableMotionBlur(me)
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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_rotate(me, 0, 1, 0, 0, 1)
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end
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end
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function exitState(me)
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if entity_isState(me, STATE_PULLBACK) then
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entity_setState(me, STATE_ATTACK)
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elseif entity_isState(me, STATE_REGROUP) then
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entity_setState(me, STATE_IDLE)
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end
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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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function damage(me, attacker, bone, damageType, dmg)
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if damageType == DT_AVATAR_BITE then
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entity_changeHealth(me, -10)
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end
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return true
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end
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