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Aquaria/game_scripts/scripts/entities/tabar.lua

174 lines
4.2 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.soundDelay = 0
v.dir = 0
v.dirTimer = 0
v.bubDelay = 0
function init(me)
v.attackDelay = 1 + math.random(3)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "Tabar")
--entity_setAllDamageTargets(me, false)
entity_setCollideRadius(me, 32)
entity_setState(me, STATE_IDLE)
entity_scale(me, 0.7, 0.7)
entity_setDeathParticleEffect(me, "TinyGreenExplode")
entity_setDropChance(me, 25, 1)
entity_setMaxSpeed(me, 300)
entity_setHealth(me, 6)
loadSound("froogflap")
loadSound("tabar-die")
loadSound("tabar-attack")
entity_setDeathSound(me, "tabar-die")
end
function postInit(me)
v.n = getNaija()
--entity_setTarget(me, v.n)
end
function update(me, dt)
dt = dt * 1.1
if entity_isState(me, STATE_IDLE) then
if entity_hasTarget(me) then
v.dirTimer = v.dirTimer + dt
if v.dirTimer > 1 then
if v.dir == 0 then v.dir = 1 else v.dir = 0 end
v.dirTimer = 0
end
entity_doCollisionAvoidance(me, dt, 8, 0.2)
entity_addVel(me, 0, -800*dt)
if v.dir == 0 then
entity_addVel(me, -400*dt)
else
entity_addVel(me, 400*dt)
end
v.attackDelay = v.attackDelay - dt
if v.attackDelay < 0 then
v.attackDelay = 0
local x, y = entity_getPosition(me)
local x2 = x
local y2 = y + 1000
if entity_collideCircleVsLine(me, x, y, x2, y2, 64) then
entity_setState(me, STATE_CHARGE1)
end
end
entity_findTarget(me, 1000)
else
entity_findTarget(me, 900)
end
elseif entity_isState(me, STATE_ATTACK) then
v.bubDelay = v.bubDelay + dt
if v.bubDelay > 0.1 then
v.bubDelay = 0
spawnParticleEffect("bubble-release-short", entity_x(me), entity_y(me))
end
v.soundDelay = v.soundDelay + dt
if v.soundDelay >= 0.4 then
entity_playSfx(me, "FroogFlap")
v.soundDelay = 0
end
entity_moveTowardsTarget(me, dt, 200)
elseif entity_isState(me, STATE_CHARGE1) then
entity_doFriction(me, dt, 800)
end
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 800)
end
function dieEaten(me)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
entity_setMaxSpeedLerp(me, 1, 2)
elseif entity_isState(me, STATE_DEAD) then
spawnParticleEffect("TabarDie", entity_getPosition(me))
elseif entity_isState(me, STATE_CHARGE1) then
entity_sound(me, "tabar-attack")
entity_doGlint(me, "Glint", BLEND_ADD)
entity_setStateTime(me, 0.5)
elseif entity_isState(me, STATE_ATTACK) then
entity_animate(me, "dive")
entity_setMaxSpeedLerp(me, 3.8)
entity_moveTowardsTarget(me, 1, 5000)
entity_setMaxSpeedLerp(me, 3.8,0.5)
entity_addVel(me, 0, 5000)
end
end
function exitState(me)
if entity_isState(me, STATE_ATTACK) then
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_CHARGE1) then
entity_setState(me, STATE_ATTACK, 2)
end
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_AVATAR_BITE then
entity_changeHealth(me, -1)
end
return true
end
function animationKey(me, key)
end
function hitSurface(me)
if entity_isState(me, STATE_ATTACK) then
entity_setState(me, STATE_IDLE)
v.attackDelay = 2+math.random(3)
end
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end