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Aquaria/files/scripts/entities/rotbaby-form3.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
v.n = 0
v.lungeDelay = 3
v.fireDelay = 2
v.shots = 3
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "RotBaby-Form3")
entity_setCollideRadius(me, 25)
entity_addRandomVel(me, 500)
entity_setUpdateCull(me, 3000)
entity_setHealth(me, 6)
entity_setDeathParticleEffect(me, "TinyRedExplode")
entity_setMaxSpeed(me, 900)
entity_setDropChance(me, 40, 1)
entity_setState(me, STATE_IDLE)
end
function postInit(me)
v.n = getNaija()
end
function update(me, dt)
entity_findTarget(me, 800)
if entity_hasTarget(me) then
if entity_isTargetInRange(me, 256) then
entity_moveTowardsTarget(me, dt, -800)
entity_moveAroundTarget(me, dt, 2000, 1)
else
entity_moveTowardsTarget(me, dt, 1000)
end
end
entity_doCollisionAvoidance(me, dt, 8, 0.5)
entity_doEntityAvoidance(me, dt, 64, 1.0)
entity_rotateToVel(me, 0.1)
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 800)
--[[
if v.lungeDelay > 0 then
v.lungeDelay = v.lungeDelay - dt
if v.lungeDelay <= 0 then
entity_setMaxSpeedLerp(me, 1.2)
entity_setMaxSpeedLerp(me, 1, 1)
entity_moveTowardsTarget(me, 1, 1200)
v.lungeDelay = math.random(3) + 1
end
end
]]--
v.fireDelay = v.fireDelay - dt
if v.fireDelay < 0 then
v.shots = v.shots - 1
if v.shots < 0 then
v.fireDelay = math.random(2)+2
v.shots = 3
else
v.fireDelay = 0.3
local s = createShot("BlasterFire", me, entity_getTarget(me))
shot_setOut(s, 32)
entity_moveTowardsTarget(me, 1, -500)
end
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_ENEMY_BEAM then
return false
end
if damageType == DT_AVATAR_BITE then
entity_changeHealth(me, -10)
end
return true
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end