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Aquaria/game_scripts/scripts/entities/templestatue.lua

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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
-- ================================================================================================
-- TEMPLE STATUE
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
v.bone_head = 0
function init(me)
setupBasicEntity(
me,
"", -- texture
15, -- health
2, -- manaballamount
2, -- exp
1, -- money
32, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
1, -- 0/1 hit other entities off/on (uses collideRadius)
4000, -- updateCull -1: disabled, default: 4000
0
)
entity_setCull(me, false)
entity_setEntityType(me, ET_NEUTRAL)
entity_initSkeletal(me, "TempleStatue")
v.bone_head = entity_getBoneByName(me, "Head")
entity_setName(me, "TempleStatue")
entity_setState(me, STATE_IDLE)
end
function update(me, dt)
if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_BREAK) then
entity_setLookAtPoint(me, bone_getWorldPosition(v.bone_head))
end
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_animate(me, "idle", LOOP_INF)
elseif entity_isState(me, STATE_BREAK) then
entity_setStateTime(me, entity_animate(me, "break"))
elseif entity_isState(me, STATE_BROKEN) then
esetv(me, EV_LOOKAT, 0)
entity_animate(me, "broken", LOOP_INF)
end
end
function animationKey(me, key)
end
function exitState(me)
if entity_isState(me, STATE_BREAK) then
esetv(me, EV_LOOKAT, 0)
--entity_setState(me, STATE_BROKEN)
end
end
function hitSurface(me)
end