mirror of
https://github.com/AquariaOSE/Aquaria.git
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290 lines
8.4 KiB
Lua
290 lines
8.4 KiB
Lua
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-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria is free software; you can redistribute it and/or
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-- modify it under the terms of the GNU General Public License
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-- as published by the Free Software Foundation; either version 2
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-- of the License, or (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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--
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-- See the GNU General Public License for more details.
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--
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-- You should have received a copy of the GNU General Public License
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-- along with this program; if not, write to the Free Software
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-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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-- ================================================================================================
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-- S T A R M I E C O M M O N S C R I P T
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-- ================================================================================================
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.shotDelay = 0
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v.sD = 6 -- Time between shots
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v.animSpeed = 1
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v.openDelay = 0
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v.maxSpeed = 700
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v.shotForce = 432 -- For pushing Starmie around
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v.pYo = 2 -- Pupil y offset
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v.pupilFreeze = 0
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v.blinkTime = 0
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-- ================================================================================================
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-- F U N C T I O N S
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-- ================================================================================================
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function v.commonInit(me, skin)
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v.rotDir = math.random(2)-1 -- Random direction for spinning 'round Naija
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setupBasicEntity(
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me,
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"Starmie/Body", -- texture
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15, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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64, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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2200 -- updateCull -1: disabled, default: 4000
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)
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loadSound("StarmieAwake")
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entity_setEatType(me, EAT_FILE, "Starmie")
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entity_setDeathParticleEffect(me, "StarmieDeath")
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entity_setDropChance(me, 6)
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if skin == 1 then
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entity_initSkeletal(me, "Starmie")
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elseif skin == 2 then
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entity_initSkeletal(me, "Starmie", "Starmie2")
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end
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v.pupil = entity_getBoneByName(me, "Pupil")
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v.lid = entity_getBoneByName(me, "Lid")
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v.eye = entity_getBoneByName(me, "Eye")
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entity_setState(me, STATE_IDLE)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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end
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function dieNormal(me)
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if chance(5) then
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spawnIngredient("SmallEye", entity_x(me), entity_y(me))
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end
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end
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function update(me, dt)
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-- WAKE UP STARMIE WHEN THE TIME IS RIGHT
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if entity_getState(me)==STATE_IDLE
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and not isForm(FORM_FISH) then
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entity_findTarget(me, 321)
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if not entity_hasTarget(me) then
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bone_setPosition(v.pupil, 0, v.pYo)
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else
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entity_setState(me, STATE_OPEN)
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end
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elseif entity_getState(me)==STATE_OPEN then
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if v.openDelay > 0 then v.openDelay = v.openDelay - dt
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elseif v.openDelay <= 0 then
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entity_setState(me, STATE_HOSTILE)
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end
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end
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-- STARMIE ON THE ATTACK
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if entity_getState(me)==STATE_HOSTILE then
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entity_findTarget(me, 2000)
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-- TIME BETWEEN SHOTS
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if v.shotDelay > 0 then v.shotDelay = v.shotDelay - dt
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else v.shotDelay = 0 end
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-- PUPIL FREEZE COUNTDOWN
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if v.pupilFreeze > 0 then v.pupilFreeze = v.pupilFreeze - dt
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else v.pupilFreeze = 0 end
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-- DO BLINKING
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if v.blinkTime > 0 and v.pupilFreeze == 0 then v.blinkTime = v.blinkTime - dt
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elseif v.blinkTime <= 0 and v.blinkTime > -0.18 then
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bone_alpha(v.lid, 1)
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v.blinkTime = v.blinkTime - dt
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else
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bone_alpha(v.lid, 0, 0.024)
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v.blinkTime = 5 + (math.random(600) * 0.01)
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end
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if not entity_hasTarget(me) then
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-- RETURN TO "HIDING"
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entity_clearVel(me)
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entity_setState(me, STATE_IDLE)
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bone_setPosition(v.pupil, 0, v.pYo)
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entity_rotate(me, randAngle360())
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else
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local nX, nY = entity_getPosition(getNaija()) -- Naija's position
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if v.pupilFreeze == 0 and v.blinkTime > 0 then
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-- EYE TRACKING
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local sX, sY = entity_getPosition(me) -- Starmie's position
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local x = (nX - sX)
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local y = (nY - (sY+v.pYo))
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x, y = vector_cap(x, y, 7.5)
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bone_setPosition(v.pupil, x, y, 0.24)
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-- ATTACK
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if v.shotDelay == 0 and entity_hasTarget(me) then entity_setState(me, STATE_ATTACK) end
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else
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if v.shotDelay == 0 then v.shotDelay = v.shotDelay + 0.34 end -- Helps keep Starmie stunned when being hit
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end
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-- MOVEMENT
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entity_moveAround(me, nX, nY, dt, 255, v.rotDir)
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entity_moveTowardsTarget(me, dt, 186)
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if not entity_isTargetInRange(me, 1248) then entity_moveTowardsTarget(me, dt, v.shotForce) end -- Move in if far away
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end
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end
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if entity_getState(me)==STATE_ATTACK then
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-- BOUNCE STARMIE AFTER SHOOTING
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entity_moveTowardsTarget(me, 1, -(v.shotForce * 0.9))
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entity_setState(me, STATE_HOSTILE)
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end
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-- SPEED UP/SLOW DOWN ROTATION BASED ON ACTUAL SPEED
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v.animSpeed = ((entity_getVelLen(me) / v.maxSpeed) * 2) + 0.2
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entity_setAnimLayerTimeMult(me, 0, v.animSpeed)
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entity_doEntityAvoidance(me, dt, 123, 0.32)
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entity_doCollisionAvoidance(me, dt, 8, 0.6)
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-- UPDATE ERRVRYTHING
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if not entity_isState(me, STATE_IDLE) then
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entity_updateCurrents(me, dt)
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entity_doFriction(me, dt, 200)
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entity_updateMovement(me, dt)
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entity_touchAvatarDamage(me, 32, 0.25, 640)
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end
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entity_handleShotCollisions(me)
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end
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function enterState(me)
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local appearSpeed = 0.30
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local lookSpeed = 0.2
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-- HIDE STARMIE IN THE BACKGROUND...
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if entity_getState(me)==STATE_IDLE then
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bone_setPosition(v.pupil, 0, v.pYo)
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bone_alpha(v.lid, 1)
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entity_scale(me, 0.7, 0.7)
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entity_color(me, 0.6, 0.6, 0.6)
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entity_animate(me, "idle", LOOP_INF)
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v.animSpeed = 0
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v.shotDelay = 1 + (math.random(50) * 0.1)
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entity_setMaxSpeed(me, v.maxSpeed/8)
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v.blinkTime = 5 + (math.random(600) * 0.01)
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-- BRING STARMIE TO LIFE!
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elseif entity_getState(me)==STATE_OPEN then
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entity_sound(me, "StarmieAwake")
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-- SPIN IN THE PROPER DIRECTION, BASED ON HOW STARMIE IS ROTATING AROUND NAIJA
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if v.rotDir == 0 then entity_animate(me, "spinLeft", LOOP_INF)
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elseif v.rotDir == 1 then entity_animate(me, "spinRight", LOOP_INF) end
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v.animSpeed = 1
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bone_setPosition(v.pupil, 0, v.pYo)
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bone_alpha(v.lid, 0, appearSpeed) --fade away the eyelid
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entity_scale(me, 1.2, 1.2, appearSpeed) --scale to normal size
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entity_color(me, 1, 1, 1, appearSpeed) --set to normal colour
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bone_scale(v.pupil, 1.27, 1.27)
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bone_scale(v.pupil, 1, 1, appearSpeed) -- Pupil adjusting to light -> may have to tweak timing to get it lookin' nice
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entity_rotate(me, 0, lookSpeed)
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v.openDelay = appearSpeed + lookSpeed
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entity_setMaxSpeed(me, v.maxSpeed/4)
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entity_moveTowards(me, entity_x(getNaija()), entity_y(getNaija()), 1, -1234)
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entity_setDamageTarget(me, DT_AVATAR_PET, true)
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
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elseif entity_getState(me)==STATE_HOSTILE then
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v.openDelay = 0
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v.pupilFreeze = 0
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entity_setMaxSpeed(me, v.maxSpeed)
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-- SHOT WEB, LOL
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elseif entity_getState(me)==STATE_ATTACK then
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local pupx, pupy = bone_getWorldPosition(v.pupil)
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spawnParticleEffect("StarShot", pupx, pupy)
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local s = createShot("StarFire", me, entity_getTarget(me))
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shot_setOut(s, 12)
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bone_setColor(v.pupil, 2, 2, 0)
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bone_setColor(v.pupil, 1, 1, 1, 0.15)
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bone_alpha(v.pupil, 0.45)
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bone_alpha(v.pupil, 1, 0.5)
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bone_scale(v.pupil, 1.27, 1.27)
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bone_scale(v.pupil, 1, 1, 0.32)
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bone_setColor(v.eye, 1, 1, 0)
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bone_setColor(v.eye, 1, 1, 1, 0.04)
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v.shotDelay = v.sD
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end
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end
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-- TAKE DAMAGE -> STUN STARMIE WHEN HIT
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function damage(me, attacker, bone, damageType, dmg, x, y)
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bone_setPosition(v.pupil, 0, v.pYo, 0.021)
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bone_scale(v.pupil, 0.76, 0.76)
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bone_scale(v.pupil, 1, 1, 0.1)
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v.pupilFreeze = 0.32
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entity_moveTowards(me, x, y, 1, -v.shotForce)
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if entity_getState(me)==STATE_IDLE then
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entity_setState(me, STATE_OPEN)
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v.pupilFreeze = 0
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end
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return true
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end
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function exitState(me)
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if entity_isState(me, STATE_OPEN) then
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end
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end
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function songNoteDone(me, note)
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end
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function hitSurface(me)
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end
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