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Aquaria/game_scripts/scripts/entities/krotiteontheway.lua

107 lines
2.3 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
function init(me)
setupEntity(me)
entity_initSkeletal(me, "Krotite")
entity_scale(me, 0.7, 0.7)
local noteBone = entity_getBoneByName(me, "Note")
local glow = entity_getBoneByName(me, "Glow")
bone_setVisible(noteBone, false)
bone_setVisible(glow, false)
entity_setState(me, STATE_IDLE)
entity_addVel(me, 200, 200)
end
function postInit(me)
debugLog("KROTITE POST INIT!")
v.n = getNaija()
entity_setTarget(me, v.n)
local node = entity_getNearestNode(me, "WORSHIP2")
if node ~= 0 and node_isEntityIn(node, me) then
entity_animate(me, "worship2", -1)
else
end
entity_animate(me, "swim", -1)
entity_updateSkeletal(me, math.random(4))
end
v.done = false
function update(me, dt)
if entity_isAnimating(me) and not v.done then
entity_updateSkeletal(me, math.random(4))
v.done = true
end
if entity_isState(me, STATE_ON) then
entity_addVel(me, 150, 100, dt)
entity_doCollisionAvoidance(me, dt, 10, 0.5)
entity_updateMovement(me, dt)
entity_flipToVel(me)
entity_rotateToVel(me)
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
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
function activate(me)
end