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https://github.com/AquariaOSE/Aquaria.git
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92 lines
2.1 KiB
Lua
92 lines
2.1 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.glow = 0
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function v.commonInit(me, skel)
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setupEntity(me)
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entity_setEntityType(me, ET_NEUTRAL)
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entity_initSkeletal(me, skel)
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entity_setEntityLayer(me, 1)
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entity_setCollideRadius(me, 16)
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entity_setHealth(me, 12)
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entity_addVel(me, 1, 0)
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entity_setState(me, STATE_IDLE)
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local off = randRange(1, 100) * 0.002
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entity_scale(me, 1-off, 0.8-off)
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entity_scale(me, 0.8-off, 1-off, 0.5, -1, 1, 1)
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entity_rotate(me, 360, 30, -1)
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entity_setCullRadius(me, 128)
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v.glow = entity_getBoneByName(me, "glow")
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bone_setBlendType(v.glow, BLEND_ADD)
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bone_scale(v.glow, 10, 10)
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bone_alpha(v.glow, 0)
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entity_setUpdateCull(me, 2000)
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entity_setDeathSound(me, "")
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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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entity_update(me, randRange(1, 4)*0.1)
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end
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function v.commonUpdate(me, dt)
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entity_updateCurrents(me, dt)
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entity_updateMovement(me, dt)
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entity_doEntityAvoidance(me, dt, 40, 0.1)
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entity_doCollisionAvoidance(me, dt, 8, 0.5)
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--entity_handleShotCollisions(me)
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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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entity_animate(me, "idle", -1)
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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 true
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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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