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Aquaria/files/scripts/entities/songleaf.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
-- ================================================================================================
-- S O N G L E A F
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.activeTimer = 0
v.singing = false
v.singTimer = 0
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"", -- texture
3, -- health
2, -- manaballamount
2, -- exp
10, -- money
16, -- 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
0
)
entity_setEntityType(me, ET_NEUTRAL)
entity_initSkeletal(me, "SongLeaf")
v.leaf1 = entity_getBoneByName(me, "Leaf1")
v.leaf2 = entity_getBoneByName(me, "Leaf2")
v.leaf3 = entity_getBoneByName(me, "Leaf3")
entity_setEntityLayer(me, -2)
local scale_random = math.random(40) * 0.01
entity_scale(me, 0.6 + scale_random, 0.6 + scale_random)
entity_setState(me, STATE_IDLE)
entity_setCull(me, false)
end
function songNote(me, note)
v.singing = true
if entity_isState(me, STATE_IDLE) then
entity_setState(me, STATE_ACTIVE)
end
v.activeTimer = 99
local transTime = 0.5
local r,g,b = getNoteColor(note)
r = r*0.75 + 0.25
g = g*0.75 + 0.25
b = b*0.75 + 0.25
bone_setColor(v.leaf1, r,g,b, transTime)
bone_setColor(v.leaf2, r,g,b, transTime)
bone_setColor(v.leaf3, r,g,b, transTime)
bone_setSegs(v.leaf1, 2, 8, 0.8, 0.8, -0.04, 0, 24, 1)
bone_setSegs(v.leaf2, 2, 8, 0.8, 0.8, -0.04, 0, 24, 1)
bone_setSegs(v.leaf3, 2, 8, 0.8, 0.8, -0.04, 0, 24, 1)
end
function songNoteDone(me, note)
v.activeTimer = 2.5
v.singing = false
end
function update(me, dt)
if entity_isState(me, STATE_ACTIVE) then
if v.activeTimer > 0 then
v.activeTimer = v.activeTimer - dt
if v.activeTimer <= 0 then
entity_setState(me, STATE_IDLE)
end
end
end
if v.singing then
v.singTimer = v.singTimer + dt
if v.singTimer > 3 then
spawnParticleEffect("bubble-release", entity_x(me), entity_y(me)-16)
v.singTimer = 1 - math.random(2)
end
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", LOOP_INF)
--bone_setSegs(bulb, 2, 8, 0.8, 0.1, -0.018, 0, 6, 1)
bone_setColor(v.leaf1, 1, 1, 1, 3)
bone_setColor(v.leaf2, 1, 1, 1, 3)
bone_setColor(v.leaf3, 1, 1, 1, 3)
bone_setSegs(v.leaf1, 2, 8, 0.8, 0.8, -0.018, 0, 6, 1)
bone_setSegs(v.leaf2, 2, 8, 0.8, 0.8, -0.018, 0, 6, 1)
bone_setSegs(v.leaf3, 2, 8, 0.8, 0.8, -0.018, 0, 6, 1)
elseif entity_isState(me, STATE_ACTIVE) then
--bone_setSegs(bulb, 2, 8, 0.8, 0.1, -0.018, 0, 20, 1)
entity_animate(me, "wave", LOOP_INF)
end
end
function damage(me, attacker, bone, damageType, dmg)
return false
end
function exitState(me)
end