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Aquaria/game_scripts/scripts/entities/roodshrimp.lua

186 lines
5.3 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
-- ================================================================================================
-- Rood Shrimp
-- ================================================================================================
-- specific
local STATE_JUMP = 1000
local STATE_TRANSITION = 1001
local STATE_RETURNTOWALL = 1002
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.vx = 0
v.vy = 0
v.jumpDelay = 1
v.moveTimer = 0
v.rotateOffset = 0
v.flyTimer = 0
v.moveTowardsTimer = 0
v.y_range = 200
v.fudge = 40
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
v.cr = 12
function init(me)
setupBasicEntity(
me,
"RoodShrimp", -- texture
6, -- health
2, -- manaballamount
2, -- exp
10, -- money
v.cr, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
64, -- sprite width
64, -- sprite height
1, -- particle "explosion" type, 0 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
4000 -- updateCull -1: disabled, default: 4000
)
--entity_initSkeletal(me, "RoodShrimp")
entity_setMaxSpeed(me, 500)
entity_clampToSurface(me)
entity_setState(me, STATE_IDLE)
--entity_setDropChance(me, 75)
entity_setDeathParticleEffect(me, "TinyBlueExplode")
--entity_setBounce(0)
entity_setTarget(me, getNaija())
end
function update(me, dt)
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, v.cr, 0, 1000)
if entity_getState(me)==STATE_IDLE then
entity_rotateToSurfaceNormal(me, 0.1, 0, -90)
entity_moveAlongSurface(me, dt, 0, 6, 24)
if v.jumpDelay > 0 then
v.jumpDelay = v.jumpDelay - dt
if v.jumpDelay < 0 then
v.jumpDelay = 0
end
end
if entity_isTargetInRange(me, 500) then
--[[
entity_moveAlongSurface(me, dt, 100, 6, 24)
entity_rotateToSurfaceNormal(me, 0.1)
v.moveTimer = v.moveTimer + dt
if v.moveTimer > 30 then
entity_switchSurfaceDirection(me)
v.moveTimer = 0
end
]]--
if v.jumpDelay == 0 then
v.jumpDelay = 1
entity_setState(me, STATE_JUMP)
end
end
elseif entity_getState(me)==STATE_JUMP then
if v.flyTimer > 0 then
v.flyTimer = v.flyTimer - dt
if v.flyTimer < 0 then
v.flyTimer = 0
entity_setState(me, STATE_RETURNTOWALL)
end
end
entity_doEntityAvoidance(me, dt, 128, 0.5)
entity_moveTowardsTarget(me, dt, 200)
entity_rotateToVel(me, 0.1)
entity_updateMovement(me, dt)
elseif entity_getState(me)==STATE_RETURNTOWALL then
--debugLog("moving back....")
if v.vx > v.vy then
entity_addVel(me, (0-v.vx)*dt*0.9, v.vy*dt*0.1)
else
entity_addVel(me, (v.vx)*dt*0.1, (0-v.vy)*dt*0.9)
end
entity_doEntityAvoidance(me, dt, 128, 0.5)
entity_updateMovement(me, dt)
entity_rotateToVel(me, 0.1)
elseif not(entity_getState(me)==STATE_TRANSITION) then
entity_updateMovement(me, dt)
end
end
function hitSurface(me)
if entity_isState(me, STATE_RETURNTOWALL) then
entity_clampToSurface(me, 0.1)
entity_setState(me, STATE_TRANSITION, 0.1)
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
--entity_animate(me, "idle", LOOP_INF)
elseif entity_isState(me, STATE_JUMP) then
local t = entity_getTarget(me)
if t ~= 0 then
entity_moveTowardsTarget(me, 1, 2000)
local amp = 1.5
--entity_addVel(me, entity_velx(entity_getTarget(me))*amp, entity_vely(entity_getTarget(me))*amp)
end
v.moveTowardsTimer = 0
v.rotateOffset = 0
v.flyTimer = 2
entity_applySurfaceNormalForce(me, 800)
--entity_adjustPositionBySurfaceNormal(me, 64)
entity_adjustPositionBySurfaceNormal(me, v.fudge)
v.vx = entity_velx(me)
v.vy = entity_vely(me)
--entity_animate(me, "swim", LOOP_INF)
elseif entity_isState(me, STATE_RETURNTOWALL) then
--entity_fireAtTarget(me, "BlasterFire", 1, 400, 200, 3)
local s = createShot("RoodShrimp", me, entity_getTarget(me))
shot_setOut(s, 32)
--entity_fireShot(me, getNaija())
debugLog("returning to wall")
end
end
function damage(me, attacker, bone, damageType, dmg)
return true
end
function exitState(me)
if entity_isState(me, STATE_TRANSITION) then
entity_setState(me, STATE_IDLE)
end
end