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Aquaria/game_scripts/scripts/include/healthupgradetemplate.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
local NOTE_TIME = 2.5
v.myNote = 0
v.timingNote = false
v.noteTimer = 0
v.core = 0
v.shell1 = 0
v.shell2 = 0
v.glow = 0
v.myID = 0
local STATE_SHAKE = 1000
local function glowNormal(me)
bone_alpha(v.glow, 0.3)
bone_alpha(v.glow, 0.4, 1, -1, 1, 1)
bone_scale(v.glow, 6, 6)
bone_scale(v.glow, 8, 8, 1, -1, 1, 1)
end
local function glowSinging(me)
bone_alpha(v.glow, 0.5)
bone_alpha(v.glow, 0.7, 0.2, -1, 1, 1)
bone_scale(v.glow, 6, 6)
bone_scale(v.glow, 24, 24, 0.2, -1, 1, 1)
end
function v.commonInit(me, id)
-- set color based on note
setupEntity(me, "", "")
entity_setEntityType(me, ET_NEUTRAL)
entity_initSkeletal(me, "HealthUpgrade")
v.core = entity_getBoneByName(me, "Core")
v.shell1 = entity_getBoneByName(me, "Shell1")
v.shell2 = entity_getBoneByName(me, "Shell2")
v.glow = entity_getBoneByName(me, "Glow")
if id == 0 then
v.myNote = 0
elseif id == 1 then
v.myNote = 2
elseif id == 2 then
v.myNote = 4
elseif id == 3 then
v.myNote = 6
elseif id == 4 then
v.myNote = 1
end
v.myID = id
bone_setColor(v.core, getNoteColor(v.myNote))
bone_setColor(v.shell1, getNoteColor(v.myNote))
bone_setColor(v.shell2, getNoteColor(v.myNote))
bone_setBlendType(v.glow, BLEND_ADD)
bone_setColor(v.glow, getNoteColor(v.myNote))
glowNormal(me)
entity_scale(me, 0.6, 0.6)
entity_setState(me, STATE_IDLE)
entity_setEntityLayer(me, -1)
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entity_setAllDamageTargets(me, false)
end
function postInit(me)
--if entity_isFlag(me, 1) then
if isFlag(FLAG_HEALTHUPGRADES + v.myID, 1) then
entity_delete(me)
end
--end
end
v.incut = false
function update(me, dt)
if v.incut then return end
if entity_isState(me, STATE_OPENED) then
if entity_isEntityInRange(me, getNaija(), 64) then
v.incut = true
playSfx("HealthUpgrade-Collect")
spawnParticleEffect("HealthUpgradeReceived", entity_getPosition(me))
setFlag(FLAG_HEALTHUPGRADES + v.myID, 1)
upgradeHealth()
setSceneColor(1, 1, 1, 4)
entity_idle(getNaija())
watch(3)
if isFlag(FLAG_FIRSTHEALTHUPGRADE, 0) then
voice("Naija_HealthUpgrade")
setFlag(FLAG_FIRSTHEALTHUPGRADE, 1)
else
voice("naija_healthupgrade2")
end
entity_delete(me)
end
elseif entity_isState(me, STATE_OPEN) and not entity_isAnimating(me) then
entity_setState(me, STATE_OPENED)
else
if v.timingNote then
v.noteTimer = v.noteTimer + dt
if v.noteTimer > NOTE_TIME then
v.noteTimer = 0
v.timingNote = false
entity_setState(me, STATE_OPEN)
end
end
end
end
function songNote(me, note)
if entity_getAlpha(me) < 1 then return end
if entity_isState(me, STATE_OPEN) or entity_isState(me, STATE_OPENED) then return end
if note == v.myNote then
entity_setState(me, STATE_SHAKE)
v.timingNote = true
v.noteTimer = 0
else
v.timingNote = false
end
v.timer = 0
end
function songNoteDone(me, note, len)
if entity_isState(me, STATE_OPEN) or entity_isState(me, STATE_OPENED) then return end
if v.timingNote and note == v.myNote then
if not entity_isState(me, STATE_OPEN) then
entity_setState(me, STATE_IDLE)
end
end
end
function enterState(me, state)
--debugLog("HU enterState!")
if entity_isState(me, STATE_IDLE) then
if v.shell1 ~= 0 and v.shell2 ~= 0 then
bone_alpha(v.shell1, 0)
bone_alpha(v.shell2, 0)
end
v.timingNote = false
v.noteTimer = 0
entity_animate(me, "idle", LOOP_INF)
glowNormal(me)
elseif entity_isState(me, STATE_SHAKE) then
glowSinging(me)
entity_animate(me, "shake", LOOP_INF)
elseif entity_isState(me, STATE_OPEN) then
bone_alpha(v.core, 0.01, 0.5)
bone_alpha(v.shell1, 1, 0.1)
bone_alpha(v.shell2, 1, 0.1)
entity_animate(me, "open")
local r, g, b = getNoteColor(v.myNote)
setSceneColor(r, g, b, 2)
playSfx(getNoteName(v.myNote, "low-"))
end
end
function exitState(me, state)
end