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-------------------

Copyright (C) 2007, 2010 - Bit-Blot


This file is part of Aquaria.
Aquaria is free
modify it under
as published by
of the License,

software; you can redistribute it and/or


the terms of the GNU General Public License
the Free Software Foundation; either version 2
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.head = 0
local STATE_SWIM
local STATE_BURST
v.burstDelay

= 1000
= 1001
= 0

v.singDelay

= 4

v.fireDelay
v.fired
v.fireShotDelay

= 3
= 0
= 0

local function idle(me)


entity_setState(me, STATE_IDLE, math.random(1)+0.5)
end
local function doBurstDelay()
v.burstDelay = math.random(4) + 2
end
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "Naija", "MutantNaija")
--entity_setAllDamageTargets(me, false)
entity_scale(me, 0.7, 0.7)
entity_setCollideRadius(me, 20)
entity_setHealth(me, 20)
bone_alpha(entity_getBoneByName(me, "Fish2"),0)
bone_alpha(entity_getBoneByName(me, "DualFormGlow"),0)

v.head = entity_getBoneByName(me, "Head")


entity_setDeathScene(me, true)
idle(me)
entity_setUpdateCull(me, 1300)
loadSound("mutantnaija-note")
loadSound("mutantnaija-note-hit")
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
entity_setLookAtPoint(me, bone_getWorldPosition(v.head))
if entity_isState(me, STATE_IDLE) then
entity_rotate(me, 0, 0.1)
elseif entity_isState(me, STATE_SWIM) then
entity_moveTowardsTarget(me, dt, 500)
v.burstDelay = v.burstDelay - dt
if v.burstDelay < 0 then
doBurstDelay()
entity_setMaxSpeedLerp(me, 2)
entity_setMaxSpeedLerp(me, 1, 4)
entity_moveTowardsTarget(me, 1, 1000)
entity_animate(me, "burst", 0, 1)
end
entity_rotateToVel(me, 0.1)
end
entity_doEntityAvoidance(me, dt, 32, 0.5)
entity_doCollisionAvoidance(me, dt, 4, 0.5)
--[[
v.singDelay = v.singDelay - dt
if v.singDelay < 0 then
v.singDelay = math.random(3) + 3
entity_sound(me, getNoteName(math.random(8)), 1, 3)
local x = entity_x(v.n) - entity_x(me)
local y = entity_y(v.n) - entity_y(me)
x, y = vector_setLength(x, y, 1000)
entity_addVel(v.n, x, y)
end
]]-if entity_isState(me, STATE_SWIM) then
if v.fired == -1 then
v.fireDelay = v.fireDelay - dt
if v.fireDelay < 0 then
v.fired = 3
v.fireDelay = math.random(2) + 3
v.fireShotDelay = 0

end
end
end
if v.fired > -1 then
v.fireShotDelay = v.fireShotDelay - dt
if v.fireShotDelay < 0 then
local s = createShot("MutantNaija", me, v.n, bone_getWor
ldPosition(v.head))
v.fired = v.fired - 1
if v.fired == 0 then
v.fired = -1
end
v.fireShotDelay = 0.2
end
end
local thresh = 10
if entity_velx(me) > thresh and not entity_isfh(me) then
entity_fh(me)
end
if entity_velx(me) < -thresh and entity_isfh(me) then
entity_fh(me)
end
entity_touchAvatarDamage(me, 8, 1, 500)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_SWIM) then
entity_animate(me, "swim", -1)
elseif entity_isState(me, STATE_DEATHSCENE) then
entity_setColor(me, 0.3, 0.3, 0.3, 1)
entity_setPosition(me, entity_x(me), entity_y(me)+400, -300)
entity_setStateTime(me, entity_animate(me, "diePainfully", 2))
entity_rotate(me, 0, 0.1)
end
end
function exitState(me)
if entity_isState(me, STATE_IDLE) then
entity_rotate(me, 0, 0.1)
entity_setState(me, STATE_SWIM, math.random(6)+4)
elseif entity_isState(me, STATE_SWIM) then
idle(me)
doBurstDelay()
elseif entity_isState(me, STATE_DEATHSCENE) then
spawnParticleEffect("TinyBlueExplode", entity_getPosition(me))
end
end
function damage(me, attacker, bone, damageType, dmg)
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