mirror of
https://github.com/AquariaOSE/Aquaria.git
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106 lines
2.4 KiB
Lua
106 lines
2.4 KiB
Lua
-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria is free software; you can redistribute it and/or
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-- modify it under the terms of the GNU General Public License
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-- as published by the Free Software Foundation; either version 2
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-- of the License, or (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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--
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-- See the GNU General Public License for more details.
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--
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-- You should have received a copy of the GNU General Public License
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-- along with this program; if not, write to the Free Software
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-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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v.n = 0
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v.life = -1
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function init(me)
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setupEntity(me)
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entity_setAllDamageTargets(me, false)
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entity_setEntityType(me, ET_ENEMY)
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entity_setCollideRadius(me, 12)
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entity_setState(me, STATE_IDLE)
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entity_addVel(me, randVector(200))
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entity_addVel(me, 0, -100)
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entity_setMaxSpeed(me, 1000)
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entity_setWeight(me, 500)
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entity_setBounce(me, 0.5)
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entity_setBounceType(me, BOUNCE_REAL)
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entity_setDeathSound(me, "")
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entity_setUpdateCull(me, 2000)
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esetv(me, EV_LOOKAT, 0)
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entity_setCanLeaveWater(me, true)
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end
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function postInit(me)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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end
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function update(me, dt)
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if avatar_isRolling() and entity_isEntityInRange(me, v.n, 256) then
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local vx, vy = entity_getPosition(v.n) - entity_getPosition(me)
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vx, vy = vector_setLength(vx, vy, 1000*dt)
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entity_addVel(me, vx, vy)
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end
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if entity_isEntityInRange(me, v.n, 40) then
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entity_addVel(me, entity_velx(v.n)*0.75, entity_vely(v.n)*0.75)
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end
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local vx = entity_velx(me)
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entity_rotate(me, entity_getRotation(me)+dt*vx)
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entity_updateMovement(me, dt)
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if v.life > -1 then
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v.life = v.life - dt
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if v.life < 0 then
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entity_setHealth(me, 0)
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entity_setState(me, STATE_DEAD)
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end
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end
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end
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function enterState(me)
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if entity_isState(me, STATE_IDLE) then
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end
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end
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function exitState(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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return false
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end
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function animationKey(me, key)
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end
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function hitSurface(me)
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end
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function songNote(me, note)
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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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function activate(me)
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end
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