mirror of
https://github.com/AquariaOSE/Aquaria.git
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131 lines
2.9 KiB
Lua
131 lines
2.9 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.fireDelayTime = 3
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v.fireDelay = 0
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function init(me)
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setupBasicEntity(
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me,
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"roundvirus-bg", -- texture
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6, -- health
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2, -- manaballamount
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2, -- exp
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10, -- money
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0, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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256, -- sprite width
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256, -- sprite height
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1, -- particle "explosion" type, 0 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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4000, -- updateCull -1: disabled, default: 4000
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1
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)
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entity_setEntityLayer(me, -4)
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entity_addVel(me, randVector(500))
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entity_setMaxSpeed(me, 100)
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entity_setUpdateCull(me, 2000)
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entity_setCullRadius(me, 512)
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entity_setDeathScene(me, true)
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entity_setDamageTarget(me, DT_ENEMY_POISON, false)
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entity_setEntityType(me, ET_NEUTRAL)
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--entity_setDropChance(me, 100)
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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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entity_updateMovement(me, dt)
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--entity_handleShotCollisions(me)
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--entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.5, 400)
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--entity_doCollisionAvoidance(me, dt, 8, 0.1)
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--entity_doEntityAvoidance(me, dt, 64, 1)
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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entity_addVel(me, randVector(500))
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v.fireDelay = v.fireDelayTime
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entity_rotate(me, entity_getRotation(me)+90, 1, 0, 0, 1)
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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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entity_animate(me, "idle", -1)
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elseif entity_isState(me, STATE_DEATHSCENE) then
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entity_scale(me, 1.1, 1.1)
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entity_scale(me, 0, 0, 0.5)
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entity_setStateTime(me, 0.5)
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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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if damageType == DT_ENEMY_POISON then
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return false
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end
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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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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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function dieNormal(me)
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spawnParticleEffect("TinyGreenExplode", entity_x(me),entity_y(me))
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end
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