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Aquaria/game_scripts/scripts/entities/_unused/jellynew.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
-- ================================================================================================
-- J E L L Y - Version 2.0 (alpha)
-- ================================================================================================
-- NOTE: This is a WIP! Use the backup if you want it to work.
-- ================================================================================================
-- S T A T E S
-- ================================================================================================
local STATE_FALLING = 1001
local STATE_THRUSTING = 1002
local STATE_BUMPED = 1003
local STATE_PULLED = 1004
local STATE_WIGGLING = 1005
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.mT = 2.1
v.moveTimer = v.mT
v.bumpForce = 134
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"Jelly", -- texture
6, -- health
2, -- manaballamount
2, -- exp
10, -- money
32, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, 0 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
2100, -- updateCull -1: disabled, default: 4000
1
)
entity_setDeathParticleEffect(me, "PurpleExplode")
entity_setDropChance(me, 100)
entity_setEatType(me, EAT_FILE, "Jelly")
entity_initHair(me, 40, 5, 40, "JellyTentacles")
entity_exertHairForce(me, 0, 4200, 1)
end
function postInit(me)
entity_setTarget(me, getNaija())
entity_setState(me, STATE_FALLING)
end
function update(me, dt)
-- GET BUMPED
if entity_touchAvatarDamage(me, 32, 0, 600) then
entity_setState(me, STATE_BUMPED)
-- ...IF NAIJA'S THRUSTING
if avatar_isBursting() then
-- Bounce Jelly hard
local nX, nY = entity_getPosition(getNaija())
entity_moveTowards(me, nX, nY, 1, -(v.bumpForce*1.4))
-- ...IF NAIJA'S RIDING SOMETHING
elseif entity_getRiding(getNaija()) ~= 0 then
-- Bounce Ride and Jelly away from eachother
local ride = entity_getRiding(getNaija())
local rX, rY = entity_getPosition(ride);
local nX, nY = entity_getPosition(getNaija())
entity_moveTowards(ride, nX, nX, 1, -(v.bumpForce*2.0))
entity_moveTowards(me, rX, rY, 1, -v.bumpForce)
-- ...IF NAIJA'S ONLY MOVING
else
-- Bounce Jelly lightly
local nX, nY = entity_getPosition(getNaija())
entity_moveTowards(me, nX, nY, 1, -v.bumpForce)
end
-- Reset movement stuff
--[[
v.moveState = MOVE_STATE_UP
v.moveTimer = 0
entity_rotateToVel(me, 7.6)
entity_scale(me, 1, 1, 1.3, 0, 0, 1)
entity_sound(me, "JellyBlup", 808)
]]--
end
-- MOVEMENT STUFF
if v.moveState == MOVE_STATE_DOWN then
-- Time before thrust
if v.moveTimer > 0 then v.moveTimer = v.moveTimer - dt
else
-- THRUST UP
local xVel = 43 + math.random(234)
if chance(50) then xVel = -xVel end
-- Thrust
entity_clearVel(me)
entity_addVel(me, xVel, -v.thrustStrength)
entity_rotateToVel(me, 0.56)
v.moveState = MOVE_STATE_UP
v.moveTimer = 0
entity_scale(me, 0.8, 1.1, 1.2, 0, 0, 1)
end
else
-- FALL DOWN
if entity_getVelLen(me) <= 1 then
entity_scale(me, 1.1, 0.8, 4.73, 0, 0, 1)
v.moveState = MOVE_STATE_DOWN
--entity_addVel(me, 0, 42)
v.moveTimer = v.mT + (math.random(256) * 0.01)
end
end
-- GRAVITY
if v.moveState == MOVE_STATE_DOWN then
entity_addVel(me, 0, 4)
entity_rotateTo(me, 0, 1.4)
entity_exertHairForce(me, 0, 200, dt*0.6, -1) -- Hair gravity
end
-- COLLISION AVOIDANCE
entity_doEntityAvoidance(me, dt, 43, 0.1)
entity_doCollisionAvoidance(me, dt, 8, 0.34)
-- UPDATE EVERYTHING
entity_doFriction(me, dt, 200)
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
entity_updateHair(me, dt)
end
function enterState(me)
if entity_getState(me) == STATE_FALLING then
elseif entity_getState(me) == STATE_THRUSTING then
end
end
function damage(me, attacker, bone, damageType, dmg, x, y)
-- EXTRA DAMAGE WHEN BIT or CHARGE SHOT'D
if damageType == DT_AVATAR_BITE or damageType == DT_AVATAR_SHOCK then
entity_changeHealth(me, -dmg)
else
-- PUSH WHEN HIT
entity_moveTowards(me, x, y, 1, -(v.bumpStrength*0.69))
end
return true
end
function dieNormal(me)
spawnIngredient("JellyOil", entity_x(me), entity_y(me), math.random(3))
end