mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-26 18:23:49 +00:00
140 lines
4.2 KiB
Lua
140 lines
4.2 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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-- ================================================================================================
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-- S O N G L E A F
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-- ================================================================================================
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.activeTimer = 0
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v.singing = false
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v.singTimer = 0
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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function init(me)
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setupBasicEntity(
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me,
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"", -- texture
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3, -- health
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2, -- manaballamount
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2, -- exp
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10, -- money
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16, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- 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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0
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)
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entity_setEntityType(me, ET_NEUTRAL)
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entity_initSkeletal(me, "SongLeaf")
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v.leaf1 = entity_getBoneByName(me, "Leaf1")
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v.leaf2 = entity_getBoneByName(me, "Leaf2")
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v.leaf3 = entity_getBoneByName(me, "Leaf3")
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entity_setEntityLayer(me, -2)
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local scale_random = math.random(40) * 0.01
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entity_scale(me, 0.6 + scale_random, 0.6 + scale_random)
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entity_setState(me, STATE_IDLE)
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entity_setCull(me, false)
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end
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function songNote(me, note)
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v.singing = true
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if entity_isState(me, STATE_IDLE) then
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entity_setState(me, STATE_ACTIVE)
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end
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v.activeTimer = 99
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local transTime = 0.5
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local r,g,b = getNoteColor(note)
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r = r*0.75 + 0.25
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g = g*0.75 + 0.25
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b = b*0.75 + 0.25
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bone_setColor(v.leaf1, r,g,b, transTime)
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bone_setColor(v.leaf2, r,g,b, transTime)
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bone_setColor(v.leaf3, r,g,b, transTime)
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bone_setSegs(v.leaf1, 2, 8, 0.8, 0.8, -0.04, 0, 24, 1)
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bone_setSegs(v.leaf2, 2, 8, 0.8, 0.8, -0.04, 0, 24, 1)
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bone_setSegs(v.leaf3, 2, 8, 0.8, 0.8, -0.04, 0, 24, 1)
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end
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function songNoteDone(me, note)
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v.activeTimer = 2.5
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v.singing = false
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end
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function update(me, dt)
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if entity_isState(me, STATE_ACTIVE) then
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if v.activeTimer > 0 then
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v.activeTimer = v.activeTimer - dt
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if v.activeTimer <= 0 then
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entity_setState(me, STATE_IDLE)
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end
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end
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end
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if v.singing then
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v.singTimer = v.singTimer + dt
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if v.singTimer > 3 then
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spawnParticleEffect("bubble-release", entity_x(me), entity_y(me)-16)
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v.singTimer = 1 - math.random(2)
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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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entity_animate(me, "idle", LOOP_INF)
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--bone_setSegs(bulb, 2, 8, 0.8, 0.1, -0.018, 0, 6, 1)
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bone_setColor(v.leaf1, 1, 1, 1, 3)
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bone_setColor(v.leaf2, 1, 1, 1, 3)
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bone_setColor(v.leaf3, 1, 1, 1, 3)
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bone_setSegs(v.leaf1, 2, 8, 0.8, 0.8, -0.018, 0, 6, 1)
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bone_setSegs(v.leaf2, 2, 8, 0.8, 0.8, -0.018, 0, 6, 1)
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bone_setSegs(v.leaf3, 2, 8, 0.8, 0.8, -0.018, 0, 6, 1)
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elseif entity_isState(me, STATE_ACTIVE) then
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--bone_setSegs(bulb, 2, 8, 0.8, 0.1, -0.018, 0, 20, 1)
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entity_animate(me, "wave", LOOP_INF)
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end
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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 exitState(me)
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end
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