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Aquaria/files/scripts/entities/sporechild.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
-- ===============================================================================================
-- SPORE CHILD
-- ================================================================================================
v.growth = 0
v.growTime = 5
v.growEmitter = 0
v.seekEnemy = 0
v.seekEnemyDelay = 1.5
v.minSpeed = 450
v.maxSpeed = 700
v.backAway = 0
v.backAwayTime = 0.75
v.myType = 1
v.flowerTimer = 0
local STATE_MOVETOFLOWER = 1000
local STATE_OPENFLOWER = 1001
v.state2 = 0
function init(me)
setupBasicEntity(
me,
"SporeChildSeed", -- texture
16, -- health
2, -- manaballamount
2, -- exp
10, -- money
16, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
64, -- sprite width
64, -- sprite height
1, -- particle "explosion" type, 0 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
-1, -- updateCull -1: disabled, default: 4000
1
)
entity_initEmitter(me, v.growEmitter, "SporeSeedGrow")
entity_setCollideRadius(me, 16)
entity_setEntityType(me, ET_PET)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
entity_setDamageTarget(me, DT_AVATAR_VOMIT, false)
entity_setDamageTarget(me, DT_AVATAR_SPORECHILD, false)
entity_setState(me, STATE_SEED)
v.seekEnemy = v.seekEnemyDelay
end
function songNote(me, note)
if note == 0 or note == 1 then
-- green
v.myType = 1
elseif note == 2 or note == 3 then
-- blue
v.myType = 2
elseif note == 4 or note == 5 then
-- red
v.myType = 0
elseif note == 6 or note == 7 then
-- yellow
v.myType = 3
end
end
local function hatch(me)
if v.myType == 0 then
entity_setState(me, STATE_SK_RED)
elseif v.myType == 1 then
entity_setState(me, STATE_SK_GREEN)
elseif v.myType == 2 then
entity_setState(me, STATE_SK_BLUE)
elseif v.myType == 3 then
entity_setState(me, STATE_SK_YELLOW)
end
end
local function isHatched(me)
return (entity_isState(me, STATE_SK_RED) or entity_isState(me, STATE_SK_BLUE)
or entity_isState(me, STATE_SK_GREEN) or entity_isState(me, STATE_SK_YELLOW))
end
function update(me, dt)
registerSporeChildData(me)
entity_handleShotCollisions(me)
if isHatched(me) then
entity_updateCurrents(me, dt)
end
entity_updateMovement(me, dt)
if v.state2 == STATE_MOVETOFLOWER then
if not entity_isFollowingPath(me) or entity_isEntityInRange(me, v.flower, 128) then
v.state2 = STATE_OPENFLOWER
entity_animate(me, "openFlower", LOOP_INF)
entity_clearVel(me)
entity_setTarget(me, v.flower)
entity_stopFollowingPath(me)
v.flowerTimer = 0
end
end
if v.state2 == STATE_OPENFLOWER then
if entity_isState(v.flower, STATE_OPENED) then
v.state2 = 0
v.flower = 0
entity_animate(me, "idle", LOOP_INF)
entity_setState(me, entity_getState(me))
else
v.flowerTimer = v.flowerTimer + dt
if v.flowerTimer < 1 then
entity_moveTowardsTarget(me, dt, 100)
else
entity_moveTowardsTarget(me, dt, -100)
end
if v.flowerTimer > 2 then
v.flowerTimer = 0
end
end
end
if entity_isState(me, STATE_SEED) then
local node = entity_getNearestNode(me, "GSPOT")
if node ~= 0 then
if node_isEntityIn(node, me) then
if v.growing then
v.growth = v.growth + dt
if v.growth > v.growTime then
hatch(me)
end
else
v.growing = true
entity_startEmitter(me, v.growEmitter)
end
else
if v.growing then
entity_stopEmitter(me, v.growEmitter)
end
v.growing = false
end
end
--elseif entity_isState(me, STATE_HATCHEDYOUNG) then
elseif isHatched(me) and v.state2==0 then
if not entity_hasTarget(me) then
local ent = entity_getNearestEntity(getNaija(), "SporeChildFlower")
if ent ~= 0 then
if entity_isEntityInRange(getNaija(), ent, 256) and entity_isState(ent, STATE_IDLE) then
v.flower = ent
v.state2 = STATE_MOVETOFLOWER
entity_swimToPosition(me, entity_getPosition(v.flower))
end
end
entity_findTarget(me, 800, ET_AVATAR)
end
if entity_hasTarget(me) then
local ent = entity_getNearestEntity(getNaija(), "SporeChildFlower")
if ent ~= 0 and entity_isEntityInRange(getNaija(), ent, 64) and entity_isState(ent, STATE_IDLE) then
entity_setTarget(me, 0)
else
if entity_getHealth(entity_getTarget(me)) < 1 then
entity_setTarget(me, 0)
else
local target = entity_getTarget(me)
if entity_getEntityType(target)==ET_ENEMY then
v.seekEnemy = 0
entity_rotateToVel(me, 0)
entity_setMaxSpeedLerp(me, 1.0, 0.1)
if v.backAway > 0 then
v.backAway = v.backAway - dt
entity_moveTowardsTarget(me, dt, -2000)
if v.backAway < 0 then
v.backAway = 0
entity_setMaxSpeedLerp(me, 1.0, 0.2)
end
else
entity_moveTowardsTarget(me, dt, 2000)
end
entity_doCollisionAvoidance(me, dt, 2, 0.5)
if entity_isEntityInRange(me, target, 32 + entity_getCollideRadius(target)) then
entity_damage(target, me, 1, DT_AVATAR_SPORECHILD)
v.backAway = v.backAwayTime
entity_moveTowardsTarget(me, 1, -2000)
--entity_setMaxSpeedLerp(me, 0.01, 0.01)
--entity_setTarget(me, 0)
elseif not entity_isTargetInRange(me, 1500) then
entity_setTarget(me, 0)
end
entity_doEntityAvoidance(me, dt, 4, 1)
else
if entity_isTargetInRange(me, 220) then
entity_rotate(me, 0, 1.0)
else
entity_rotateToVel(me, 0.5)
end
-- if moving to naija
if entity_isEntityInRange(me, target, 200) then
if entity_isEntityInRange(me, target, 96) then
entity_moveTowardsTarget(me, dt, -100)
else
entity_moveTowardsTarget(me, dt, 1000)
end
entity_setMaxSpeedLerp(me, 0.2, 1.0)
else
entity_moveTowardsTarget(me, dt, 1500)
entity_setMaxSpeedLerp(me, 1.4, 0.1)
end
entity_doCollisionAvoidance(me, dt, 3, 0.5)
entity_doEntityAvoidance(me, dt, 32, 0.1)
end
end
end
end
v.seekEnemy = v.seekEnemy - dt
if v.seekEnemy < 0 then
if entity_isEntityInRange(me, getNaija(), 1000) then
if not entity_isEntityInRange(me, getNaija(), 500) then
entity_setMaxSpeedLerp(me, 2.0, 0.2)
else
entity_setMaxSpeedLerp(me, 1.0, 0.2)
end
--if entity_isState(me, STATE_SK_GREEN) then
entity_findTarget(me, 2000, ET_ENEMY)
local ent = entity_getTarget(me)
if ent ~=0 then
if not entity_isDamageTarget(ent, DT_AVATAR_SPORECHILD) then
entity_setTarget(me, 0)
entity_setMaxSpeed(me, v.minSpeed)
else
entity_setMaxSpeed(me, v.maxSpeed)
entity_setMaxSpeedLerp(me, 1.2, 0.1)
end
end
--end
else
entity_setTarget(me, getNaija())
entity_setMaxSpeed(me, v.minSpeed)
end
v.seekEnemy = v.seekEnemyDelay
end
end
end
function hitSurface(me)
end
function enterState(me)
if entity_isState(me, STATE_SEED) then
v.growth = 0
entity_setProperty(me, EP_MOVABLE, true)
entity_setWeight(me, 200)
elseif isHatched(me) then
entity_setMaxSpeed(me, v.minSpeed)
--entity_setColor(me, 1, 0, 0, 0.5)
entity_setProperty(me, EP_MOVABLE, false)
entity_setWeight(me, 0)
if entity_isState(me, STATE_SK_RED) then
entity_initSkeletal(me, "SK-Red")
elseif entity_isState(me, STATE_SK_GREEN) then
entity_initSkeletal(me, "SK-Green")
elseif entity_isState(me, STATE_SK_BLUE) then
entity_initSkeletal(me, "SK-Blue")
elseif entity_isState(me, STATE_SK_YELLOW) then
entity_initSkeletal(me, "SK-Yellow")
end
entity_scale(me, 0.7, 0.7)
entity_animate(me, "idle", LOOP_INF)
elseif entity_isState(me, STATE_IDLE) then
entity_setProperty(me, EP_MOVABLE, false)
entity_setWeight(me, 0)
end
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_AVATAR_ENERGYBLAST then
return false
end
return true
end
function exitState(me)
if entity_isState(me, STATE_SEED) then
entity_stopEmitter(me, v.growEmitter)
end
end