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Aquaria/game_scripts/scripts/entities/deepurchin.lua

120 lines
2.8 KiB
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.n = 0
v.glow = 0
v.boneGlow = 0
v.dir = 1
v.dirTimer = 0
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "DeepUrchin")
entity_setHealth(me, 12)
entity_setAllDamageTargets(me, false)
entity_setCollideRadius(me, 80)
entity_setState(me, STATE_IDLE)
v.boneGlow = entity_getBoneByName(me, "Glow")
v.glow = createQuad("Naija/LightFormGlow", 13)
quad_scale(v.glow, 8, 8)
quad_alpha(v.glow, 0)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
entity_setDamageTarget(me, DT_AVATAR_SHOCK, true)
entity_setUpdateCull(me, 3000)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
entity_handleShotCollisions(me)
if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 800) then
end
v.dirTimer = v.dirTimer + dt
if v.dirTimer > 3 then
v.dirTimer = 0
v.dir = -v.dir
end
entity_addVel(me, 1000*dt*v.dir, 0)
entity_updateMovement(me, dt)
quad_setPosition(v.glow, entity_getPosition(me))
if entity_isEntityInRange(me, v.n, 256) then
quad_alpha(v.glow, 1, 0.8)
bone_alpha(v.boneGlow, 1, 0.8)
else
quad_alpha(v.glow, 0, 0.3)
bone_alpha(v.boneGlow, 0, 0.3)
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_DEAD) then
quad_delete(v.glow)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg, x, y)
if damageType == DT_AVATAR_SHOCK then
x,y = entity_getPosition(v.n)
end
if damageType == DT_AVATAR_ENERGYBLAST or damageType == DT_AVATAR_SHOCK then
if y > entity_y(me) + 50 and x > entity_x(me)-32 and x < entity_x(me)+32 then
return true
end
end
return false
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end