1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2024-11-26 18:23:49 +00:00
Aquaria/files/scripts/entities/rotworm.lua

238 lines
6.4 KiB
Lua
Raw Normal View History

-- 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
-- entity specific
local STATE_GOTOHOLE = 1001
local STATE_HIDE = 1002
local STATE_SHOW = 1003
v.chaseDelay = 0
v.lastHole = 0
v.node = 0
v.holeDelay = 0
v.holeSpd = 0
v.nextHoleDelay = 8
v.segDist = 32
v.dist = 0
function init(me)
setupBasicEntity(me,
"rotworm/head", -- texture
9, -- health
1, -- manaballamount
2, -- exp
1, -- money
32, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
0, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
5000 -- updateCull -1: disabled, default: 4000
)
--entity_flipVertical(me) -- fix the head orientation
entity_initSegments(me,
9, -- num segments
0, -- minDist
v.segDist, -- maxDist
"rotworm/segment", -- body tex
"rotworm/tail", -- tail tex
128, -- width
128, -- height
0.05, -- taper
0 -- reverse segment direction
)
entity_setDeathParticleEffect(me, "TinyGreenExplode")
entity_setEatType(me, EAT_NONE)
end
function update(me, dt)
if entity_isState(me, STATE_HIDE) then
v.dist = v.dist - dt*48
if v.dist < 1 then
v.dist = 1
entity_alpha(me, 0, 0.1)
end
entity_setSegsMaxDist(me, v.dist)
entity_clearVel(me)
entity_updateMovement(me, dt)
end
if not (entity_isState(me, STATE_HIDE) or entity_isState(me, STATE_SHOW)) then
entity_handleShotCollisions(me)
if entity_touchAvatarDamage(me, 64, 1, 400) then
setPoison(1, 16)
end
--[[
if entity_hasTarget(me) then
if entity_isTargetInRange(me, 64) then
entity_hurtTarget(me, 1)
entity_pushTarget(me, 400)
end
end
]]--
end
if v.chaseDelay > 0 then
v.chaseDelay = v.chaseDelay - dt
if v.chaseDelay < 0 then
v.chaseDelay = 0
end
end
if entity_isState(me, STATE_IDLE) then
v.holeDelay = v.holeDelay + dt
if v.holeDelay > v.nextHoleDelay then
v.holeDelay = 0
entity_setState(me, STATE_GOTOHOLE)
end
end
if entity_isState(me, STATE_GOTOHOLE) then
--[[
if not entity_isFollowingPath(me) then
entity_setState(me, STATE_HIDE, 4)
end
x=node_x(v.node)
y=node_y(v.node)
]]--
if v.node ~= 0 then
if entity_isPositionInRange(me, node_x(v.node), node_y(v.node), 64) then
entity_setState(me, STATE_HIDE, 4+math.random(3))
else
v.holeSpd = v.holeSpd + 200*dt
--[[
if v.holeSpd > 1500 then
v.holeSpd = 1500
end
]]--
local x = node_x(v.node)-entity_x(me)
local y = node_y(v.node)-entity_y(me)
x, y = vector_setLength(x, y, v.holeSpd*dt)
entity_addVel(me, x, y)
end
entity_doCollisionAvoidance(me, dt, 5, 1)
entity_updateMovement(me, dt)
--entity_rotateToVel(me, 0.1)
entity_rotateToVel(me, 0)
else
entity_setState(me, STATE_IDLE)
end
--entity_rotateToVec(me, x-entity_x(me), y-entity_y(me), 0.1, -180)
end
if entity_getState(me)==STATE_IDLE then
if not entity_hasTarget(me) then
entity_findTarget(me, 700)
else
--if v.chaseDelay==0 then
if entity_isTargetInRange(me, 1000) then
if entity_getHealth(me) < 6 then
entity_setMaxSpeed(me, 450)
entity_moveTowardsTarget(me, dt, 1500)
else
entity_setMaxSpeed(me, 380)
entity_moveTowardsTarget(me, dt, 1000)
end
else
entity_setMaxSpeed(me, 100)
end
--end
entity_doEntityAvoidance(me, dt, 200, 0.1)
if entity_getHealth(me) < 4 then
entity_doSpellAvoidance(me, dt, 64, 0.5);
end
entity_doCollisionAvoidance(me, dt, 5, 1)
entity_updateMovement(me, dt)
--entity_rotateToVel(me, 0.1)
entity_rotateToVel(me, 0)
--entity_rotate(me, 0)
end
end
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
v.nextHoleDelay = 6 + math.random(6)
entity_setSegsMaxDist(me, v.segDist)
--entity_flipVertical(me)
elseif entity_isState(me, STATE_GOTOHOLE) then
v.holeSpd = 300
--entity_flipVertical(me)
if chance(50) then
v.node = entity_getNearestNode(getNaija(), "ROTWORM-HOLE")
else
v.node = entity_getNearestNode(me, "ROTWORM-HOLE")
end
if v.node ~= 0 then
v.lastHole = v.node
end
entity_setMaxSpeedLerp(me, 2)
entity_setStateTime(me, 6+math.random(4))
--[[
v.node = entity_getNearestNode(me, "ROTWORM-HOLE")
if v.node ~= 0 then
v.lastHole = v.node
entity_swimToNode(me, v.node, SPEED_NORMAL)
end
]]--
elseif entity_isState(me, STATE_HIDE) then
entity_clearVel(me)
--entity_alpha(me, 0.0, 1.0)
v.dist = v.segDist
entity_setPosition(me, node_x(v.node), node_y(v.node), 0.2)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
elseif entity_isState(me, STATE_SHOW) then
v.node = entity_getNearestNode(me, "ROTWORM-HOLE", v.lastHole)
if v.node ~= 0 then
entity_setPosition(me, node_x(v.node), node_y(v.node))
entity_warpSegments(me)
end
entity_clearVel(me)
entity_alpha(me, 1, 0.5)
end
end
function exitState(me)
if entity_isState(me, STATE_SHOW) then
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
entity_setDamageTarget(me, DT_AVATAR_SHOCK, true)
entity_setDamageTarget(me, DT_AVATAR_PET, true)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_HIDE) then
entity_setState(me, STATE_SHOW, 0.5)
elseif entity_isState(me, STATE_GOTOHOLE) then
entity_setMaxSpeedLerp(me, 1)
entity_setState(me, STATE_IDLE)
end
end