1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2024-11-29 22:35:45 +00:00
Aquaria/files/scripts/entities/globecrab.lua

198 lines
5 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
-- ================================================================================================
-- G L O B E C R A B
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.speed = 150
v.delay = 0.5
v.moveaway = 0
local STATE_ROTATE = 1000
local STATE_WALK = 1001
local STATE_MOVEAWAY = 1002
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function init(me)
setupEntity(me)
entity_setEntityLayer(me, -3)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "GlobeCrab")
--entity_setAllDamageTargets(me, false)
--entity_generateCollisionMask(me)
entity_setCollideRadius(me, 32)
entity_setState(me, STATE_IDLE)
esetv(me, EV_TYPEID, EVT_GLOBEJELLY)
entity_setHealth(me, 3)
entity_setDropChance(me, 20, 1)
entity_setDeathParticleEffect(me, "TinyRedExplode")
entity_setUpdateCull(me, 4000)
local scale_random = math.random(40) * 0.01
entity_scale(me, 0.6 + scale_random, 0.6 + scale_random)
end
function postInit(me)
v.n = getNaija()
--entity_setTarget(me, v.n)
end
function update(me, dt)
if entity_isState(me, STATE_IDLE) then
if v.delay > 0 then
v.delay = v.delay - dt
--debugLog(string.format("globecrab delay: %d", v.delay))
elseif math.random(100) == 1 then
entity_setState(me, STATE_ROTATE)
v.delay = 0.5
end
elseif entity_isState(me, STATE_ROTATE) then
entity_rotate(me, entity_getRotation(me)+90*dt)
if v.delay > 0 then
v.delay = v.delay - dt
elseif math.random(100) == 1 then
if v.moveaway == 1 then
entity_setState(me, STATE_MOVEAWAY)
v.delay = 0.5
else
entity_setState(me, STATE_WALK)
v.delay = 1
end
end
elseif entity_isState(me, STATE_MOVEAWAY) then
v.vx, v.vy = vector_setLength(v.vx, v.vy, v.speed*dt)
entity_setPosition(me, entity_x(me) + v.vx, entity_y(me) + v.vy)
if v.delay > 0 then
v.delay = v.delay - dt
else
entity_setState(me, STATE_IDLE)
v.moveaway = 0
v.delay = 0.5
end
elseif entity_isState(me, STATE_WALK) then
local coll = 0
-- CRAB COLLISION CHECK
local e = getFirstEntity()
while e ~= 0 do
if e ~= me and eisv(e, EV_TYPEID, EVT_GLOBEJELLY) and entity_isEntityInRange(me, e, 64) then
entity_setState(me, STATE_IDLE)
v.delay = 0.5
coll = 1
v.moveaway = 1 -- so they don't get stuck
end
e = getNextEntity()
end
-- WALL COLLISION CHECK
v.vx, v.vy = entity_getNormal(me)
v.vx, v.vy = vector_setLength(v.vx, v.vy, v.speed*dt)
if isObstructedBlock(entity_x(me) + v.vx, entity_y(me) + v.vy, 2) then
entity_setState(me, STATE_IDLE)
v.delay = 0.5
coll = 1
end
if coll == 0 then
v.vx, v.vy = vector_setLength(v.vx, v.vy, v.speed*dt)
entity_setPosition(me, entity_x(me) + v.vx, entity_y(me) + v.vy)
if v.delay > 0 then
v.delay = v.delay - dt
elseif math.random(100) == 1 then
entity_setState(me, STATE_IDLE)
v.delay = 0.5
end
end
else
entity_setState(me, STATE_IDLE)
end
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 400) then
entity_moveTowardsTarget(me, 1, -500)
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_ROTATE) then
entity_animate(me, "walk", -1)
elseif entity_isState(me, STATE_WALK) then
entity_animate(me, "walk", -1)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
return true
end
function animationKey(me, key)
end
function hitSurface(me)
--debugLog("HIT")
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end
function dieNormal(me)
if chance(20) then
spawnIngredient("CrabMeat", entity_x(me), entity_y(me))
end
end