1-- Copyright (C) 2007, 2010 - Bit-Blot 2-- 3-- This file is part of Aquaria. 4-- 5-- Aquaria is free software; you can redistribute it and/or 6-- modify it under the terms of the GNU General Public License 7-- as published by the Free Software Foundation; either version 2 8-- of the License, or (at your option) any later version. 9-- 10-- This program is distributed in the hope that it will be useful, 11-- but WITHOUT ANY WARRANTY; without even the implied warranty of 12-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 13-- 14-- See the GNU General Public License for more details. 15-- 16-- You should have received a copy of the GNU General Public License 17-- along with this program; if not, write to the Free Software 18-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 19 20if not v then v = {} end 21if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end 22 23-- CrystalHolder 24 25v.charge = 0 26v.delay = 1 27v.glow = 0 28v.crystal = 0 29v.lx = 0 30v.ly = 0 31v.setWaterLevel = false 32 33 34local STATE_DROPPED = 1000 35local STATE_ROTATE = 1001 36 37function init(me) 38 setupEntity(me) 39 --entity_setProperty(me, EP_SOLID, true) 40 entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false) 41 entity_setProperty(me, EP_MOVABLE, true) 42 entity_setCollideRadius(me, 32) 43 44 entity_setMaxSpeed(me, 450) 45 --entity_setMaxSpeed(me, 600) 46 47 entity_setEntityType(me, ET_NEUTRAL) 48 49 entity_initSkeletal(me, "CrystalHolder") 50 entity_animate(me, "idle") 51 52 v.glow = entity_getBoneByName(me, "Glow") 53 v.crystal = entity_getBoneByName(me, "Crystal") 54 bone_alpha(v.glow, 0) 55 56 entity_setCanLeaveWater(me, 1) 57 58 59 --entity_setProperty(me, EP_BATTERY, true) 60end 61 62function postInit(me) 63 64 --v.lx,v.ly = entity_getPosition(me) 65end 66 67function update(me, dt) 68 if not v.setWaterLevel then 69 v.lx,v.ly = entity_getPosition(me) 70 entity_setPosition(me, entity_x(me), getWaterLevel()) 71 if not entity_isNearObstruction(me, 1) then 72 v.ly = getWaterLevel(me) 73 end 74 end 75 --if not entity_isState(me, STATE_CHARGED) then 76 entity_handleShotCollisions(me) 77 --end 78 79 --[[ 80 if not entity_isState(me, STATE_INHOLDER) then 81 entity_updateMovement(me, dt) 82 end 83 ]]-- 84 entity_updateMovement(me, dt) 85 entity_updateCurrents(me) 86 87 if not entity_isBeingPulled(me) then 88 entity_clearVel(me) 89 end 90 91 if entity_isState(me, STATE_IDLE) then 92 local node = entity_getNearestNode(me, "LIGHT") 93 if node ~= 0 and node_isEntityIn(node, me) then 94 -- charging 95 --debugLog(string.format("charge:%f", charge)) 96 v.charge = v.charge + dt 97 if v.charge > 2 then 98 entity_setState(me, STATE_CHARGED, 2) 99 end 100 else 101 if v.charge > 0 then 102 v.charge = v.charge - dt 103 if v.charge < 0 then 104 v.charge = 0 105 end 106 end 107 end 108 end 109 if entity_isState(me, STATE_ROTATE) then 110 if not entity_isAnimating(me) then 111 entity_setState(me, STATE_DROPPED) 112 end 113 end 114 115 local levelDiff = math.abs(entity_y(me)-getWaterLevel()) 116 if entity_isState(me, STATE_IDLE) then 117 --debugLog(string.format("diff: %f", levelDiff)) 118 if levelDiff > 50 then 119 --debugLog("setting false") 120 entity_setProperty(me, EP_MOVABLE, false) 121 else 122 --debugLog("setting true") 123 entity_setProperty(me, EP_MOVABLE, true) 124 end 125 end 126 if levelDiff < 100 then 127 entity_setPosition(me, entity_x(me), getWaterLevel()) 128 end 129 if entity_isNearObstruction(me, 1) then 130 entity_setPosition(me, v.lx, v.ly) 131 end 132 v.lx, v.ly = entity_getPosition(me) 133end 134 135function enterState(me) 136 if entity_isState(me, STATE_CHARGED) then 137 entity_setProperty(me, EP_MOVABLE, false) 138 bone_alpha(v.glow, 1, 1) 139 elseif entity_isState(me, STATE_ROTATE) then 140 entity_animate(me, "rotate") 141 elseif entity_isState(me, STATE_DROPPED) then 142 entity_setProperty(me, EP_MOVABLE, false) 143 bone_alpha(v.crystal, 0) 144 bone_alpha(v.glow, 0) 145 local x, y = bone_getWorldPosition(v.crystal) 146 local ent = createEntity("LightCrystalCharged", "", x, y) 147 entity_rotate(ent, 180) 148 end 149end 150 151function exitState(me) 152 if entity_isState(me, STATE_CHARGED) then 153 entity_setState(me, STATE_ROTATE) 154 end 155end 156 157function hitSurface(me) 158 --entity_sound(me, "rock-hit") 159end 160 161function damage(me, attacker, bone, damageType, dmg) 162 return false 163end 164 165function activate(me) 166end 167