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Aquaria/game_scripts/scripts/entities/camopus.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.head = 0
v.tback = 0
v.tfront = 0
local STATE_APPEAR = 1000
local STATE_HIDDEN = 1001
local STATE_HIDE = 1002
v.inout = 0
v.dir = 1
v.spawn = false
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "camopus")
entity_setAllDamageTargets(me, false)
v.head = entity_getBoneByName(me, "head")
v.tfront = entity_getBoneByName(me, "tfront")
v.tback = entity_getBoneByName(me, "tback")
bone_setSegs(v.head, 2, 8, 0.8, 0.8, -0.018, 0, 6, 1)
bone_setSegs(v.tfront, 2, 8, 0.8, 0.8, -0.018, 0, 6, 1)
bone_setSegs(v.tback, 2, 8, -0.8, -0.8, -0.018, 0, 6, 1)
entity_setCollideRadius(me, 32)
entity_animate(me, "idle", -1)
entity_setState(me, STATE_HIDDEN)
entity_setUpdateCull(me, 3000)
entity_setMaxSpeed(me, 800)
entity_setHealth(me, 20)
entity_setEatType(me, EAT_FILE, "Ink")
entity_setDeathParticleEffect(me, "explode")
entity_setCullRadius(me, 300)
loadSound("camopus-roar")
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
if entity_isState(me, STATE_HIDDEN)
and not isForm(FORM_FISH) then
if entity_isEntityInRange(me, v.n, 180) then
entity_setState(me, STATE_APPEAR)
end
end
if entity_isState(me, STATE_IDLE) then
v.inout = v.inout + dt*v.dir
if not v.spawn and v.inout > 0.2 then
spawnParticleEffect("bubble-release", entity_x(me), entity_y(me))
v.spawn = true
end
if v.inout > 1 then
v.dir = -1
v.inout = 1
spawnParticleEffect("bubble-release", entity_x(me), entity_y(me))
elseif v.inout < 0 then
v.dir = 1
v.inout = 0
v.spawn = false
if entity_isEntityInRange(me, v.n, 1000) then
local s = createShot("camopus-ink", me, v.n, entity_x(me), entity_y(me))
shot_setAimVector(s, entity_x(v.n) - entity_x(me), entity_y(v.n) - entity_y(me))
end
end
bone_scale(v.tfront, 0.2*(1-v.inout)+0.8, 0.9 + v.inout*0.1)
bone_scale(v.tback, 0.2*v.inout+0.8, 1)
bone_scale(v.head, 0.9 + 0.1 * (1-v.inout), 0.2*v.inout + 0.8)
entity_setMaxSpeedLerp(me, v.inout*2 + 0.4)
entity_moveTowardsTarget(me, dt, -400)
entity_doCollisionAvoidance(me, dt, 10, 0.2)
entity_doEntityAvoidance(me, dt, 64, 0.1)
if not entity_isEntityInRange(me, v.n, 1224) then
entity_setState(me, STATE_HIDE)
end
entity_rotateToVel(me, 0.4)
end
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, 48, 0, 500)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_moveTowardsTarget(me, 1, -800)
entity_setAllDamageTargets(me, true)
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_APPEAR) then
spawnParticleEffect("bubble-release", entity_x(me), entity_y(me))
playSfx("camopus-roar")
entity_setStateTime(me, 0.3)
entity_alpha(me, 1, 0.5)
elseif entity_isState(me, STATE_HIDDEN) then
entity_setAllDamageTargets(me, false)
entity_alpha(me, 0.05)
elseif entity_isState(me, STATE_HIDE) then
entity_clearVel(me)
entity_rotate(me, 0, 1, 0, 0, 1)
entity_alpha(me, 0.05, 3)
entity_setStateTime(me, 3)
bone_scale(v.head, 1, 1, 1)
bone_scale(v.tfront, 1, 1, 1)
bone_scale(v.tback, 1, 1, 1)
end
end
function exitState(me)
if entity_isState(me, STATE_APPEAR) then
emote(EMOTE_NAIJAUGH)
entity_setState(me, STATE_IDLE, -1)
elseif entity_isState(me, STATE_HIDE) then
entity_setState(me, STATE_HIDDEN)
end
end
function damage(me, attacker, bone, damageType, dmg)
if entity_isState(me, STATE_HIDDEN) then
v.inout = 0.5
v.dir = -1
entity_setState(me, STATE_APPEAR)
end
if entity_isState(me, STATE_IDLE) then
return true
end
return false
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
function dieNormal(me)
playSfx("camopus-roar")
cam_toEntity(me)
entity_idle(v.n)
watch(0.5)
shakeCamera(2, 3)
spawnIngredient("RubberyMeat", entity_x(me), entity_y(me))
spawnIngredient("RubberyMeat", entity_x(me), entity_y(me))
spawnIngredient("RubberyMeat", entity_x(me), entity_y(me))
spawnIngredient("RubberyMeat", entity_x(me), entity_y(me))
if chance(90) then spawnIngredient("SmallTentacle", entity_x(me), entity_y(me)) end
watch(1)
cam_toEntity(v.n)
end