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Aquaria/files/scripts/entities/upsidedownjelly.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
v.n = 0
v.soundDelay = 0.1
v.inCurrent = false
v.updateDelay = 0
v.updateDelayTime = 0.5
v.groupNode = 0
v.bounceGroup = nil
v.bounceGroupSize = 1
function init(me)
v.bounceGroup = {}
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "UpsideDownJelly")
entity_setAllDamageTargets(me, true)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
entity_setCollideRadius(me, 40)
entity_setHealth(me, 9)
entity_setDeathParticleEffect(me, "TinyGreenExplode")
entity_setUpdateCull(me, 1024)
entity_setState(me, STATE_IDLE)
bone_setSegs(entity_getBoneByName(me, "Tentacles"), 8, 2, 0.1, 0.9, 0, -0.03, 8, 0)
esetv(me, EV_ENTITYDIED, 1)
loadSound("SpikyBounce")
entity_setDamageTarget(me, DT_AVATAR_PET, false)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
end
local function grabBounceGroup(me)
v.bounceGroup = {}
if v.groupNode ~= 0 then
local e = getFirstEntity()
local c = 1
while e ~= 0 do
if e ~= me and not entity_isDead(e) and entity_getEntityType(e) == ET_ENEMY and node_isEntityIn(v.groupNode, e) then
--debugLog(string.format("c: %d e: %d", c, e))
v.bounceGroup[c] = e
c = c + 1
end
e = getNextEntity()
end
v.bounceGroupSize = c
--debugLog(string.format("bounceGroupSize: %d", v.bounceGroupSize))
end
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
entity_update(me, math.random(100)/200.0)
v.inCurrent = entity_updateCurrents(me, 0)
v.groupNode = entity_getNearestNode(me, "JELLYBOUNCE")
grabBounceGroup(me)
end
local function bounceReact(me)
entity_scale(me, 1, 1)
entity_scale(me, 0.8, 1, 0.1, 5, 1)
if v.soundDelay < 0 then
entity_sound(me, "SpikyBounce", 400+math.random(200))
v.soundDelay = 0.8
end
end
-- warning: only called if EV_ENTITYDIED set to 1!
function entityDied(me, died)
--debugLog("entityDied!!")
--[[
if v.bounceGroupSize ~= 1 then
for i=1,v.bounceGroupSize-1 do
if v.bounceGroup[i] == died then
--debugLog(" erasing ent!")
v.bounceGroups[i] = 0
end
end
end
]]--
grabBounceGroup(me)
end
function update(me, dt)
if v.soundDelay > 0 then
v.soundDelay = v.soundDelay - dt
end
--entity_updateCurrents(me, dt)
--entity_updateMovement(me, dt)
entity_clearVel2(me)
if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0, 1200) then
if not isForm(FORM_NATURE) then
bounceReact(me)
--[[
local vx, vy = entity_getVectorToEntity(me, v.n)
local dx, dy = vector_setLength(vx, vy, entity_getCollideRadius(me)+entity_getCollideRadius(v.n)+1)
vx, vy = vector_setLength(vx, vy, 2000)
entity_push(v.n, vx, vy, 0.5, 2000, 0)
entity_addVel(v.n, vx, vy)
vx, vy = vector_setLength(vx, vy, 2000)
entity_clearVel2(v.n)
entity_setPosition(v.n, entity_x(me)+dx, entity_y(me)+dy)
]]--
if v.inCurrent then
local vx, vy = entity_getVectorToEntity(me, v.n)
local dx, dy = vector_setLength(vx, vy, entity_getCollideRadius(me)+entity_getCollideRadius(v.n)+1)
vx, vy = vector_setLength(vx, vy, 2500)
entity_push(v.n, vx, vy, 0.5, 2500, 0)
entity_addVel(v.n, vx, vy)
vx, vy = vector_setLength(vx, vy, 2500)
entity_clearVel2(v.n)
entity_addVel2(v.n, vx, vy)
entity_setPosition(v.n, entity_x(me)+dx, entity_y(me)+dy)
else
local vx, vy = entity_getVectorToEntity(me, v.n)
local dx, dy = vector_setLength(vx, vy, entity_getCollideRadius(me)+entity_getCollideRadius(v.n)+1)
vx, vy = vector_setLength(vx, vy, 2000)
--entity_push(v.n, vx, vy, 0.5, 1000, 0)
entity_addVel(v.n, vx, vy)
entity_clearVel2(v.n)
vx, vy = vector_setLength(vx, vy, 800)
entity_addVel2(v.n, vx, vy)
entity_setPosition(v.n, entity_x(me)+dx, entity_y(me)+dy)
end
end
end
if v.bounceGroupSize ~= 1 then
for i=1,v.bounceGroupSize-1 do
--debugLog(string.format("i: %d, bgrp: %d", i, v.bounceGroupSize))
local e = v.bounceGroup[i]
--debugLog(string.format("i: %d e: %d", i, ent))
if e ~= 0 then
if entity_isEntityInRange(me, e, entity_getCollideRadius(me)+entity_getCollideRadius(e)) then
local vx, vy = entity_getVectorToEntity(me, e)
vx, vy = vector_setLength(vx, vy, 1200)
entity_addVel(e, vx, vy)
vx, vy = vector_setLength(vx, vy, 800)
entity_addVel2(e, vx, vy)
local dx, dy = vector_setLength(vx, vy, entity_getCollideRadius(me)+entity_getCollideRadius(v.n)+1)
entity_setPosition(e, entity_x(me)+dx, entity_y(me)+dy)
bounceReact(me)
end
end
end
end
--[[
local e = getFirstEntity()
while e ~= 0 do
if e ~= me and entity_getEntityType(e) == ET_ENEMY and entity_isEntityInRange(me, e, entity_getCollideRadius(me)+entity_getCollideRadius(e)) then
local vx, vy = entity_getVectorToEntity(me, e)
vx, vy = vector_setLength(vx, vy, 1200)
entity_addVel(e, vx, vy)
vx, vy = vector_setLength(vx, vy, 800)
entity_addVel2(e, vx, vy)
local dx, dy = vector_setLength(vx, vy, entity_getCollideRadius(me)+entity_getCollideRadius(v.n)+1)
entity_setPosition(e, entity_x(me)+dx, entity_y(me)+dy)
bounceReact(me)
break
end
e = getNextEntity()
end
]]--
entity_handleShotCollisions(me)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
return true
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end