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Aquaria/files/scripts/entities/jellyshock.lua

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-- 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
-- ================================================================================================
-- JELLY
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.blupTimer = 0
v.dirTimer = 0
v.blupTime = 3.0
local STATE_SHOCK = 1000
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
v.sz = 1.0
v.dir = 0
local MOVE_STATE_UP = 0
local MOVE_STATE_DOWN = 1
v.moveState = 0
v.moveTimer = 0
v.velx = 0
v.waveDir = 1
v.waveTimer = 0
v.soundDelay = 0
v.shockDelay = 5
v.collisionSegs = 28
local function doIdleScale(me)
entity_scale(me, 1.0*v.sz, 0.75*v.sz, v.blupTime, -1, 1, 1)
end
function init(me)
setupBasicEntity(
me,
"JellyShock", -- texture
12, -- health
2, -- manaballamount
2, -- exp
10, -- money
32, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, 0 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
4000, -- updateCull -1: disabled, default: 4000
1
)
entity_setEntityType(me, ET_ENEMY)
entity_setDeathParticleEffect(me, "Explode")
--entity_initSkeletal(me, "Jelly")
--entity_scale(me, 0.6, 0.6)
entity_initHair(me, 40, 5, 36, "JellyShockTentacles")
entity_setState(me, STATE_IDLE)
entity_setDropChance(me, 50)
entity_scale(me, 0.75*v.sz, 1*v.sz)
doIdleScale(me)
entity_exertHairForce(me, 0, 400, 1)
--entity_setWeight(me, 50)
--entity_initStrands(me, 5, 16, 8, 15, 0.8, 0.8, 1)
end
function update(me, dt)
dt = dt * 1.5
if true then
if avatar_isBursting() or entity_getRiding(getNaija())~=0 then
local e = entity_getRiding(getNaija())
if entity_touchAvatarDamage(me, 32, 0, 400) then
if e~=0 then
local x,y = entity_getVectorToEntity(me, e)
x,y = vector_setLength(x, y, 500)
entity_addVel(e, x, y)
end
local len = 500
local x,y = entity_getVectorToEntity(getNaija(), me)
x,y = vector_setLength(x, y, len)
entity_push(me, x, y, 0.2, len, 0)
entity_sound(me, "JellyBlup", 800)
end
else
if entity_touchAvatarDamage(me, 32, 0, 1000) then
entity_sound(me, "JellyBlup", 800)
end
end
end
entity_handleShotCollisions(me)
--[[
if entity_collideHairVsCircle(me, getNaija(), v.collisionSegs) then
entity_touchAvatarDamage(me, 0, 0, 800)
end
]]--
-- Quick HACK to handle getting bumped out of the water. --achurch
if not entity_isUnderWater(me) then
v.moveState = MOVE_STATE_DOWN
v.moveTimer = 5 + math.random(200)/100.0 + math.random(3)
entity_setMaxSpeed(me, 500)
entity_setMaxSpeedLerp(me, 1, 0)
entity_addVel(me, 0, 500*dt)
entity_updateMovement(me, dt)
entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
entity_updateHair(me, dt)
return
elseif not entity_isState(me, STATE_PUSH) then
entity_setMaxSpeed(me, 50)
end
v.moveTimer = v.moveTimer - dt
if v.moveTimer < 0 then
if v.moveState == MOVE_STATE_DOWN then
v.moveState = MOVE_STATE_UP
entity_setMaxSpeedLerp(me, 1.5, 0.2)
entity_scale(me, 0.75, 1, 1, 1, 1)
v.moveTimer = 3 + math.random(200)/100.0
entity_sound(me, "JellyBlup")
elseif v.moveState == MOVE_STATE_UP then
v.velx = math.random(400)+100
if math.random(2) == 1 then
v.velx = -v.velx
end
v.moveState = MOVE_STATE_DOWN
doIdleScale(me)
entity_setMaxSpeedLerp(me, 1, 1)
v.moveTimer = 5 + math.random(200)/100.0 + math.random(3)
end
end
v.waveTimer = v.waveTimer + dt
if v.waveTimer > 2 then
v.waveTimer = 0
if v.waveDir == 1 then
v.waveDir = -1
else
v.waveDir = 1
end
end
--entity_exertHairForce(me, entity_v.velx(me), entity_vely(me), dt, -1)
if v.moveState == MOVE_STATE_UP then
entity_addVel(me, v.velx*dt, -600*dt)
entity_rotateToVel(me, 1)
--entity_exertHairForce(me, v.waveTimer*5*v.waveDir, 0, dt)
--entity_exertHairForce(me, 0, 10, dt)
--entity_exertHairForce(me, v.waveTimer*50*v.waveDir, v.waveTimer*50, dt)
elseif v.moveState == MOVE_STATE_DOWN then
entity_addVel(me, 0, 50*dt)
entity_rotateTo(me, 0, 3)
--entity_exertHairForce(me, v.waveTimer*50*v.waveDir, 400, dt)
entity_exertHairForce(me, 0, 200, dt*0.6, -1)
--entity_exertHairForce(me, v.waveTimer*25*v.waveDir, 0, dt)
--entity_exertHairForce(me, v.waveTimer*50*v.waveDir, 0, dt)
end
entity_doEntityAvoidance(me, dt, 32, 1.0)
entity_doCollisionAvoidance(me, 1.0, 8, 1.0)
if not entity_isState(me, STATE_SHOCK) then
entity_updateMovement(me, dt)
end
entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
entity_updateHair(me, dt)
v.shockDelay = v.shockDelay - dt
if v.shockDelay < 0 then
v.shockDelay = 10 + math.random(5)
entity_setState(me, STATE_SHOCK, 0.5)
end
end
function hitSurface(me)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_setMaxSpeed(me, 50)
--entity_animate(me, "idle", LOOP_INF)
elseif entity_isState(me, STATE_SHOCK) then
entity_sound(me, "EnergyOrbCharge")
spawnParticleEffect("JellyShock", entity_x(me), entity_y(me))
end
end
function damage(me, attacker, bone, damageType, dmg)
return true
end
function exitState(me)
if entity_isState(me, STATE_SHOCK) then
entity_touchAvatarDamage(me, 170, 1, 800)
entity_setState(me, STATE_IDLE)
end
end
function dieNormal(me)
if chance(10) then
spawnIngredient("SpicyMeat", entity_x(me), entity_y(me))
end
end