mirror of
https://github.com/AquariaOSE/Aquaria.git
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204 lines
5.8 KiB
Lua
204 lines
5.8 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 P O O K F I S H (pre-alpha)
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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.segsOn = true
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v.angle = 0
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v.boostLen = 0
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v.boostDir = 0
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-- ================================================================================================
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-- M Y F U N C T I O N S
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-- ================================================================================================
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local function setSpookSegsOn(me)
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bone_setSegs(v.body, 8, 2, 0.12, 0.42, 0, -0.03, 8, 0)
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bone_setSegs(v.glow01, 8, 2, 0.12, 0.42, 0, -0.03, 8, 0)
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bone_setSegs(v.glow02, 8, 2, 0.12, 0.42, 0, -0.03, 8, 0)
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end
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local function setSpookSegsOff(me)
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bone_setSegs(v.body, 8, 2, 0.23, 0.69, 0, -0.03, 8, 0)
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bone_setSegs(v.glow01, 8, 2, 0.23, 0.69, 0, -0.03, 8, 0)
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bone_setSegs(v.glow02, 8, 2, 0.23, 0.69, 0, -0.03, 8, 0)
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--bone_setSegs(v.body)
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--bone_setSegs(v.glow01)
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--bone_setSegs(v.glow02)
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end
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-- ================================================================================================
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-- F U N C T I O N S
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-- ================================================================================================
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function init(me)
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v.swimTimer = 0.64 + (math.random(64) * 0.01)
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v.boostTimer = 4.56 + (math.random(640) * 0.01)
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setupBasicEntity(me,
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"Spookfish/Body", -- texture
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2, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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64, -- collideRadius (only used if hit entities is on)
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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, maps to particleEffects.txt -1 = none
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1, -- 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_setAllDamageTargets(me, false)
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entity_setDeathParticleEffect(me, "TinyGreenExplode")
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entity_initSkeletal(me, "Spookfish")
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v.body = entity_getBoneByName(me, "Body")
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v.glow01 = entity_getBoneByName(me, "Glow01")
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v.glow02 = entity_getBoneByName(me, "Glow02")
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end
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function postInit(me)
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v.angle = randAngle360()
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entity_rotateTo(me, v.angle)
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entity_moveTowardsAngle(me, v.angle, 1, 101)
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entity_setState(me, STATE_IDLE)
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bone_scale(v.glow02, 1.31, 2.5, 3.4, -1, 1, 1)
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bone_alpha(v.glow01, 0.12, 1.23, -1, 1, 1)
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bone_alpha(v.body, 0.23, 4.2, -1, 1, 1)
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setSpookSegsOn(me)
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v.segsOn = true
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end
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function update(me, dt)
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v.angle = entity_getRotation(me)
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if entity_getState(me) == STATE_IDLE then
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-- BOOST FORWARD RANDOMLY
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v.boostTimer = v.boostTimer - dt
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if v.boostTimer <= 0 then
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v.boostTimer = 4.56 + (math.random(640) * 0.01)
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v.angle = v.angle + math.random(46) - 23
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if v.angle > 360 then
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v.angle = v.angle - 360
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elseif v.angle < 0 then
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v.angle = v.angle + 360
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end
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if v.segsOn == true then
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setSpookSegsOff(me)
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v.segsOn = false
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end
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v.boostLen = 1.4
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if chance(50) then v.boostDir = -1
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else v.boostDir = 1 end
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entity_setMaxSpeedLerp(me, 4.2)
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entity_setMaxSpeedLerp(me, 1, v.boostLen)
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entity_moveTowardsAngle(me, v.angle, 1, 1234)
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end
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-- Curve with boost
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v.boostLen = v.boostLen - dt
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if v.boostLen <= 0 then
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v.boostLen = 0
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if v.segsOn == false then
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setSpookSegsOn(me)
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v.segsOn = true
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end
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else
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v.angle = v.angle + (40 * v.boostDir)
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if v.angle > 360 then
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v.angle = v.angle - 360
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elseif v.angle < 0 then
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v.angle = v.angle + 360
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end
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entity_rotateTo(me, v.angle, 0.1)
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entity_moveTowardsAngle(me, v.angle, 1, 98)
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end
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-- CHANGE SWIM DIRECTION SLIGHTLY
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v.swimTimer = v.swimTimer - dt
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if v.swimTimer <= 0 then
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v.swimTimer = 0.64 + math.random(64)/100
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v.angle = v.angle + math.random(90) - 45
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if v.angle > 360 then
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v.angle = v.angle - 360
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elseif v.angle < 0 then
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v.angle = v.angle + 360
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end
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entity_moveTowardsAngle(me, v.angle, 1, 87)
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entity_doEntityAvoidance(me, dt, 64, 0.21)
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end
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entity_moveTowardsAngle(me, v.angle, dt, 124)
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entity_doEntityAvoidance(me, dt, 128, 0.08)
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entity_doCollisionAvoidance(me, dt, 12, 0.36)
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end
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-- FLIP
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local flipThresh = 32
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if entity_isfh(me) and entity_velx(me) < -flipThresh then
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entity_fh(me)
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elseif not entity_isfh(me) and entity_velx(me) > flipThresh then
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entity_fh(me)
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end
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entity_handleShotCollisions(me)
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entity_doFriction(me, dt, 123)
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entity_updateCurrents(me, dt)
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entity_rotateToVel(me, 0.8)
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entity_updateMovement(me, dt)
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entity_touchAvatarDamage(me, 64, 0, 321)
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end
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function enterState(me)
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if entity_getState(me) == STATE_IDLE then
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entity_animate(me, "idle", LOOP_INF)
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entity_setMaxSpeed(me, 123)
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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 hitSurface(me)
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v.boostLen = 0
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entity_doCollisionAvoidance(me, 1, 4, 2.34)
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end
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