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Aquaria/files/scripts/entities/aggrohopper.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
-- ================================================================================================
-- AGGRO HOPPER
-- ================================================================================================
-- specific
local STATE_JUMP = 1000
local STATE_TRANSITION = 1001
local STATE_JUMPPREP = 1002
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.jumpDelay = 0
v.moveTimer = 0
v.rotateOffset = 0
v.angry = false
v.enraged = false
v.out = 32
v.n = 0
v.bdelay = 0
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
local function land(me, dt)
entity_clampToSurface(me)
entity_moveAlongSurface(me, dt, 1, 6, v.out)
entity_rotateToSurfaceNormal(me, 0.1)
end
function init(me)
setupBasicEntity(
me,
"", -- texture
12, -- health
2, -- manaballamount
2, -- exp
10, -- money
40, -- 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
)
entity_initSkeletal(me, "AggroHopper")
esetv(me, EV_WALLOUT, v.out)
entity_setDeathParticleEffect(me, "Explode")
entity_scale(me, 0.5, 0.5)
land(me, 0)
entity_setWeight(me, 1000)
entity_setState(me, STATE_IDLE)
--entity_setBounce(0)
loadSound("aggrohopper-jump")
end
function postInit(me)
v.n = getNaija()
end
function update(me, dt)
dt = dt * 0.9
if v.enraged then
dt = dt * 1.25
end
entity_handleShotCollisions(me)
if entity_hasTarget(me) then
if entity_isTargetInRange(me, 64) then
entity_hurtTarget(me, 1)
entity_pushTarget(me, 500)
end
end
if entity_getState(me)==STATE_IDLE then
--[[
entity_moveAlongSurface(me, dt, 100, 6, 24)
entity_rotateToSurfaceNormal(me, 0.1)
v.moveTimer = v.moveTimer + dt
if v.moveTimer > 30 then
entity_switchSurfaceDirection(me)
v.moveTimer = 0
end
]]--
--entity_moveAlongSurface(me, dt, 0.5, 6, v.out)
--entity_switchSurfaceDirection(me)
entity_rotateToSurfaceNormal(me, 0.1)
if not(entity_hasTarget(me)) then
entity_findTarget(me, 1200)
else
if not v.angry then
if entity_isTargetInRange(me, 400) then
v.jumpDelay = v.jumpDelay - dt
if v.jumpDelay < 0 then
v.angry = true
v.jumpDelay = 1.5
entity_setState(me, STATE_JUMPPREP)
end
end
else
if entity_isTargetInRange(me, 1800) then
v.jumpDelay = v.jumpDelay - dt
if v.jumpDelay < 0 then
v.angry = true
v.jumpDelay = 1.5
entity_setState(me, STATE_JUMPPREP)
end
end
end
end
elseif entity_getState(me)==STATE_JUMPPREP then
if not entity_isAnimating(me) then
entity_setState(me, STATE_JUMP)
end
elseif entity_getState(me)==STATE_JUMP then
v.bdelay = v.bdelay + dt
if v.bdelay > 0.1 then
v.bdelay = 0
spawnParticleEffect("bubble-release-short", entity_x(me), entity_y(me))
end
--[[
v.rotateOffset = v.rotateOffset + dt * 400
if v.rotateOffset > 180 then
rotateOffset = 180
end
entity_rotateToVel(me, 0.1, v.rotateOffset)
]]--
entity_updateMovement(me, dt*1.5)
-- entity_applySurfaceNormalForce(1000)
elseif not(entity_getState(me)==STATE_TRANSITION) then
entity_updateMovement(me, dt)
end
end
function damage(me, attacker, bone, damageType, dmg)
if entity_getHealth(me) < 6 and not v.enraged then
debugLog("ENRAGED!!!!!!!!!")
v.enraged = true
entity_setColor(me, 1, 0.5, 0.5, 1)
end
if entity_isState(me, STATE_IDLE) then
entity_setState(me, STATE_JUMPPREP)
end
return true
end
v.bounces = 0
function hitSurface(me)
local cx, cy = getLastCollidePosition()
spawnParticleEffect("HitSurface", cx, cy)
if entity_getState(me)==STATE_JUMP then
--local nx, ny = getWallNormal(cx, cy)
--if ny < -0.8 and entity_isNearObstruction(me, 3, OBSCHECK_4DIR) then
if entity_checkSurface(me, 6, STATE_IDLE, -1) then
entity_sound(me, "rockhit")
end
--[[
if entity_isNearObstruction(me, 4, OBSCHECK_DOWN) then
land(me, 0)
entity_setState(me, STATE_TRANSITION)
else
v.bounces = v.bounces + 1
if v.bounces > 100 then
land(me, 0)
entity_setState(me, STATE_TRANSITION)
end
end
]]--
end
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_animate(me, "idle", LOOP_INF)
entity_setMaxSpeed(me, 1000)
if v.enraged then
entity_setMaxSpeed(me, 1200)
end
elseif entity_getState(me)==STATE_JUMPPREP then
entity_animate(me, "jump")
elseif entity_isState(me, STATE_TRANSITION) then
entity_setStateTime(me, 0.1)
elseif entity_getState(me)==STATE_JUMP then
entity_sound(me, "aggrohopper-jump")
entity_rotate(me, 0, 0.5)
entity_animate(me, "jumping")
v.rotateOffset = 0
--entity_applySurfaceNormalForce(me, 800)
local force = 2000
--[[
if entity_x(getNaija()) < entity_x(me) then
entity_addVel(me, -force, -force*0.75)
else
entity_addVel(me, force, -force*0.75)
end
]]--
local x,y = entity_getNormal(me)
x,y = vector_setLength(x, y, force)
local dx = entity_x(v.n) - entity_x(me)
local dy = entity_y(v.n) - entity_y(me)
dx,dy = vector_setLength(dx, dy, force)
x = dx*0.5 + x*0.5
y = dy*0.5 + y*0.5
entity_addVel(me, x, y)
entity_adjustPositionBySurfaceNormal(me, 64)
end
end
function exitState(me)
if entity_getState(me)==STATE_TRANSITION then
entity_setState(me, STATE_IDLE)
end
end