mirror of
https://github.com/AquariaOSE/Aquaria.git
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188 lines
5 KiB
Lua
188 lines
5 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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-- S P O O T E R (I C E S C O O T E R)
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-- ================================================================================================
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-- specific
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local STATE_JUMP = 1000
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local STATE_TRANSITION = 1001
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.jumpDelay = 0
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v.moveTimer = 0
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v.rotateOffset = 0
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v.hungry = true
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v.fedTime = 0
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v.eatTime = 0
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v.eating = 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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"spooter", -- texture
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9, -- health
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2, -- manaballamount
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2, -- exp
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10, -- money
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40, -- collideRadius (for hitting entities + spells)
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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, 0 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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4000 -- updateCull -1: disabled, default: 4000
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)
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entity_clampToSurface(me)
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entity_setWeight(me, 300)
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entity_setDeathParticleEffect(me, "PurpleExplode")
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entity_setSegs(me, 2, 16, 0.4, 0.4, -0.05, 0, 6, 1)
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esetv(me, EV_WALLOUT, 24)
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esetv(me, EV_ENTITYDIED, 1)
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end
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local function startEating(me, krill)
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v.eating = krill
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v.hungry = false
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entity_setState(krill, STATE_WAIT)
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entity_scale(krill, 0, 0, 1.5)
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entity_scale(me, 1,1)
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entity_scale(me, 1,0.5, 0.5, -1, 1)
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end
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local function clearEating(me)
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entity_scale(me, 1,1)
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v.fedTime = 2
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v.eatTime = 0
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v.eating = 0
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v.hungry = false
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end
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-- warning: only called if EV_ENTITYDIED set to 1!
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function entityDied(me, ent)
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if ent == v.eating then
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clearEating(me)
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end
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end
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function update(me, dt)
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if entity_getState(me)==STATE_IDLE then
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--, 24
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entity_rotateToSurfaceNormal(me, 0.1)
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if v.eating==0 then
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entity_moveAlongSurface(me, dt, 100, 6)
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v.moveTimer = v.moveTimer + dt
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if v.moveTimer > 30 then
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entity_switchSurfaceDirection(me)
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v.moveTimer = 0
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end
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if not(entity_hasTarget(me)) then
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entity_findTarget(me, 1200)
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else
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if entity_isTargetInRange(me, 600) then
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v.jumpDelay = v.jumpDelay - dt
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if v.jumpDelay < 0 then
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v.jumpDelay = 3
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entity_setState(me, STATE_JUMP)
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end
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end
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end
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end
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elseif entity_getState(me)==STATE_JUMP then
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v.rotateOffset = v.rotateOffset + dt * 400
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if v.rotateOffset > 180 then
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v.rotateOffset = 180
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end
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entity_rotateToVel(me, 0.1, v.rotateOffset)
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entity_updateMovement(me, dt)
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elseif not(entity_isState(me, STATE_TRANSITION)) then
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entity_updateMovement(me, dt)
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end
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entity_touchAvatarDamage(me, 64, 1, 400)
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entity_handleShotCollisions(me)
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end
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function hitSurface(me)
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if entity_getState(me)==STATE_JUMP then
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local t = egetvf(me, EV_CLAMPTRANSF)
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if entity_checkSurface(me, 6, STATE_TRANSITION, t) then
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entity_rotateToSurfaceNormal(me, 0)
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entity_scale(me, 1, 0.5)
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entity_scale(me, 1, 1, t)
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entity_setInternalOffset(me, 0, 64)
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entity_setInternalOffset(me, 0, 0, t)
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else
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local nx, ny = getWallNormal(entity_getPosition(me))
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nx, ny = vector_setLength(nx, ny, 400)
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entity_addVel(me, nx, ny)
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end
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--[[
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if entity_isNearObstruction(me, 4, OBSCHECK_4DIR) then
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entity_clampToSurface(me)
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entity_setState(me, STATE_TRANSITION, 0.001)
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end
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]]--
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end
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end
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function enterState(me)
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if entity_getState(me)==STATE_IDLE then
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entity_setMaxSpeed(me, 800)
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elseif entity_getState(me)==STATE_JUMP then
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v.rotateOffset = 0
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entity_applySurfaceNormalForce(me, 800)
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entity_adjustPositionBySurfaceNormal(me, 10)
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end
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end
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function exitState(me)
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if entity_getState(me)==STATE_TRANSITION 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 damage(me, attacker, bone, damageType, dmg)
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if entity_isState(me, STATE_IDLE) then
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entity_setState(me, STATE_JUMP)
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end
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return true
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end
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