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Aquaria/files/scripts/entities/squiddy.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
-- ================================================================================================
-- S Q U I D D Y
-- ================================================================================================
-- entity specific
local STATE_FIREPREP = 1000
local STATE_FIRE = 1001
local STATE_LUNGE = 1002
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.fireDelay = 1.4
v.lungeDelay = 2
v.n = 0
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"squiddy", -- texture
9, -- health
1, -- manaballamount
1, -- exp
1, -- money
32, -- collideRadius
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
4000 -- updateCull -1: disabled, default: 4000
)
entity_setSegs(me, 2, 32, 0.2, 0.2, 0.02, 0, 6, 1)
entity_setDeathParticleEffect(me, "InkExplode")
entity_setEatType(me, EAT_FILE, "Ink")
end
function postInit(me)
v.n = getNaija()
end
function update(me, dt)
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, 32, 0, 1200)
if entity_getState(me)==STATE_IDLE then
if not(entity_hasTarget(me)) then
entity_findTarget(me, 1000)
else
if v.fireDelay > 0 then
v.fireDelay = v.fireDelay - dt
if v.fireDelay < 0 then
v.fireDelay = 3
entity_setState(me, STATE_FIREPREP, 0.5)
end
end
if v.lungeDelay > 0 then
v.lungeDelay = v.lungeDelay - dt
if v.lungeDelay < 0 then
v.lungeDelay = 3
entity_setState(me, STATE_LUNGE, 2)
end
end
if entity_isTargetInRange(me, 100) then
v.lungeDelay = 4
entity_setState(me, STATE_LUNGE, 1)
elseif entity_isTargetInRange(me, 200) then
entity_moveAroundTarget(me, dt, 4000, 0)
else
entity_moveTowardsTarget(me, dt, 1000)
end
end
elseif entity_getState(me)==STATE_LUNGE then
end
entity_doEntityAvoidance(me, dt, 256, 0.2);
entity_doCollisionAvoidance(me, dt, 6, 0.5);
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt)
end
function dieNormal(me)
if chance(25) then spawnIngredient("RubberyMeat", entity_x(me), entity_y(me)) end
if chance(25) then spawnIngredient("SmallTentacle", entity_x(me), entity_y(me)) end
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_rotateTo(me, 0, 0.5)
elseif entity_getState(me)==STATE_FIREPREP then
entity_rotateToTarget(me, entity_getStateTime(me), 180)
elseif entity_getState(me)==STATE_FIRE then
local s = createShot("EnemyInk", me, v.n, entity_x(me), entity_y(me))
shot_setAimVector(s, entity_x(v.n) - entity_x(me), entity_y(v.n) - entity_y(me))
end
end
function exitState(me)
if entity_getState(me)==STATE_FIREPREP then
entity_setMaxSpeed(me, 500)
entity_setState(me, STATE_FIRE, 0.5)
elseif entity_getState(me)==STATE_FIRE then
entity_setState(me, STATE_IDLE)
elseif entity_getState(me)==STATE_LUNGE then
entity_setMaxSpeed(me, 800)
entity_moveAroundTarget(me, 1, 10000, 1)
entity_setState(me, STATE_IDLE)
end
end
function hitSurface(me)
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_AVATAR_BITE then
entity_changeHealth(me, -20)
end
return true
end