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Aquaria/files/scripts/entities/splitter2.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
-- ================================================================================================
-- M O N E Y E
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.orient = ORIENT_LEFT
v.orientTimer = 0
v.swimTime = 0.75
v.swimTimer = v.swimTime - v.swimTime/4
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(me,
"", -- texture
4, -- health
1, -- manaballamount
1, -- exp
1, -- money
28, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
1, -- 0/1 hit other entities off/on (uses collideRadius)
2000 -- updateCull -1: disabled, default: 4000
)
-- entity_initPart(partName, partTexture, partPosition, partFlipH, partFlipV,
-- partOffsetInterpolateTo, partOffsetInterpolateTime
entity_initSkeletal(me, "Splitter2")
entity_animate(me, "idle", -1)
entity_scale(me, 0.8, 0.8)
v.flipper = entity_getBoneByName(me, "Flipper1")
bone_setSegs(v.flipper, 16, 2, 0.2, 0.4, 0, -0.05, 8, 0)
entity_setDeathParticleEffect(me, "TinyRedExplode")
--entity_setMaxSpeed(me, 1000)
end
function update(me, dt)
dt = dt * 1.5
local amt = 400
entity_touchAvatarDamage(me, 16, 1, 1200)
entity_handleShotCollisions(me)
if not entity_hasTarget(me) then
entity_findTarget(me, 500)
v.swimTimer = v.swimTimer + dt
if v.swimTimer > v.swimTime then
v.swimTimer = v.swimTimer - v.swimTime
if v.orient == ORIENT_LEFT then
entity_addVel(me, -amt, 0)
v.orient = ORIENT_UP
elseif v.orient == ORIENT_UP then
entity_addVel(me, 0, -amt)
v.orient = ORIENT_RIGHT
elseif v.orient == ORIENT_RIGHT then
entity_addVel(me, amt, 0)
v.orient = ORIENT_DOWN
elseif v.orient == ORIENT_DOWN then
entity_addVel(me, 0, amt)
v.orient = ORIENT_LEFT
end
--entity_rotateToVel(me, 0.2)
v.orientTimer = v.orientTimer + dt
entity_doEntityAvoidance(me, 1, 256, 0.2)
end
entity_doCollisionAvoidance(me, dt, 6, 0.5)
else
v.swimTimer = v.swimTimer + dt
if v.swimTimer > v.swimTime then
entity_moveTowardsTarget(me, 1, amt)
if not entity_isNearObstruction(getNaija(), 8) then
entity_doCollisionAvoidance(me, 1, 6, 0.5)
end
entity_doEntityAvoidance(me, 1, 256, 0.2)
--entity_rotateToVel(me, 0.2)
v.swimTimer = v.swimTimer - v.swimTime
else
entity_moveTowardsTarget(me, dt, 100)
entity_doEntityAvoidance(me, dt, 64, 0.1)
--if not entity_isNearObstruction(getNaija(), 8) then
entity_doCollisionAvoidance(me, dt, 6, 0.5)
--end
end
entity_findTarget(me, 800)
end
entity_doFriction(me, dt, 500)
entity_updateMovement(me, dt)
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_setMaxSpeed(me, 400)
end
end
function exitState(me)
end
function hitSurface(me)
v.orient = v.orient + 1
end