Lines Matching refs:me

33 function init(me)
38 setupEntity(me)
39 entity_setEntityType(me, ET_ENEMY)
40 entity_initSkeletal(me, "AnglerFish")
43 entity_generateCollisionMask(me)
45 v.boneGlow = entity_getBoneByName(me, "Glow")
47 entity_setCullRadius(me, 30000)
49 entity_setState(me, STATE_IDLE)
60 entity_setMaxSpeed(me, 600)
61 entity_setEntityLayer(me, 1)
62 entity_setCollideRadius(me, 128)
63 entity_setBounceType(me, BOUNCE_REAL)
64 entity_setBounce(me, 0.5)
66 entity_setDeathScene(me, true)
68 entity_setHealth(me, 32)
70 entity_setDropChance(me, 20, 1)
72 entity_setUpdateCull(me, 3000)
74 entity_setNaijaReaction(me, "shock")
83 function dieNormal(me)
85 spawnIngredient("GlowingEgg", entity_x(me), entity_y(me))
89 function postInit(me)
91 entity_setTarget(me, v.n)
94 function update(me, dt)
102 if entity_isState(me, STATE_AROUSED) then
104 if entity_isTargetInRange(me, 256) then
105 entity_moveTowardsTarget(me, dt, -1000)
107 entity_moveTowardsTarget(me, dt, 600)
109 entity_doCollisionAvoidance(me, dt, 12, 0.5)
110 if not entity_isEntityInRange(me, v.n, 1200) then
111 entity_clearVel(me)
112 entity_setState(me, STATE_IDLE)
117 entity_setState(me, STATE_LUNGE)
121 if entity_isState(me, STATE_AROUSED) or entity_isState(me, STATE_LUNGE) then
122 entity_doCollisionAvoidance(me, dt, 4, 1.0)
123 entity_updateMovement(me, dt)
126 if entity_isState(me, STATE_LUNGE) then
128 entity_doFriction(me, dt, 1000)
130 entity_moveTowardsTarget(me, dt, 500)
147 if entity_isState(me, STATE_IDLE) then
149 entity_sound(me, "AnglerAwake", 950 + math.random(100))
150 entity_setState(me, STATE_LUNGE)
154 if math.abs(entity_x(me)-entity_x(v.n)) > 300 then
155 entity_flipToEntity(me, v.n)
158 entity_handleShotCollisionsSkeletal(me)
159 local bone = entity_collideSkeletalVsCircle(me, v.n)
161 if entity_isState(me, STATE_IDLE) then
162 entity_setState(me, STATE_AROUSED)
165 entity_damage(v.n, me, 1)
167 entity_pushTarget(me, 500)
171 function enterState(me)
172 if entity_isState(me, STATE_IDLE) then
173 entity_animate(me, "idle", -1)
178 elseif entity_isState(me, STATE_AROUSED) then
179 entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
180 entity_animate(me, "aroused", -1)
182 elseif entity_isState(me, STATE_LUNGE) then
183 entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
186 entity_sound(me, "AnglerAwake", 1000 + math.random(100))
187 entity_setStateTime(me, entity_animate(me, "lunge"))
189 elseif entity_isState(me, STATE_DEATHSCENE) then
192 spawnParticleEffect("BigFishDie", entity_getPosition(me))
193 entity_setStateTime(me, entity_animate(me, "die")-0.1)
194 elseif entity_isState(me, STATE_DEAD) then
195 spawnParticleEffect("BigFishDie", entity_getPosition(me))
196 spawnParticleEffect("TinyRedExplode", entity_getPosition(me))
201 function exitState(me)
202 if entity_isState(me, STATE_LUNGE) then
203 entity_setMaxSpeedLerp(me, 0.5)
204 entity_setMaxSpeedLerp(me, 1, 1)
205 entity_setState(me, STATE_AROUSED)
209 function damage(me, attacker, bone, damageType, dmg)
210 if entity_isState(me, STATE_IDLE) then
211 entity_setState(me, STATE_AROUSED, -1, 1)
213 if entity_isState(me, STATE_AROUSED) then
220 function animationKey(me, key)
221 if entity_isState(me, STATE_LUNGE) then
224 entity_setMaxSpeedLerp(me, 2.0)
225 entity_setMaxSpeedLerp(me, 1, 2)
226 entity_moveTowardsTarget(me, 1, 8000)
227 entity_flipToEntity(me, v.n)
237 entity_sound(me, "Bite", 700 + math.random(100))
238 entity_moveTowardsTarget(me, 1, 8000)
243 function hitSurface(me)
244 if entity_isState(me, STATE_LUNGE) then
246 entity_sound(me, "BigRockHit", 900+math.random(200))
255 function songNote(me, note)
258 function songNoteDone(me, note)
261 function song(me, song)
264 function activate(me)