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Aquaria/game_scripts/scripts/entities/armapillar.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
-- ================================================================================================
-- A R M A P I L L A R (beta)
-- ================================================================================================
-- ================================================================================================
-- S T A T E S
-- ================================================================================================
local STATE_HIDE = 1001
local STATE_STAND = 1002
local STATE_CRAWL = 1003
--local STATE_OPEN = 1004
local STATE_CHARGE = 1005
--local STATE_CLOSE = 1006
local STATE_SIT = 1007
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.chargeTime = 0
v.chT = 2.4
--v.chT = 0.2
v.shotCount = 0
v.moveTimer = 0
v.mT = 0.5 -- 3.2
v.moves = 1
v.fireBit = 0
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"Armapillar/Body", -- texture
24, -- health
1, -- manaballamount
0, -- exp
0, -- money
32, -- collideRadius (for hitting entities + spells)
STATE_HIDE, -- initState
256, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
1, -- 0/1 hit other entities off/on (uses collideRadius)
2000 -- updateCull -1: disabled, default: 4000
)
entity_setDeathParticleEffect(me, "Explode")
entity_setDropChance(me, 36)
entity_initSkeletal(me, "Armapillar")
v.eye = entity_getBoneByName(me, "Eye")
v.body = entity_getBoneByName(me, "Body")
entity_setEntityType(me, ET_ENEMY)
--entity_generateCollisionMask(me)
entity_setCollideRadius(me, 54)
esetv(me, EV_WALLOUT, 1)
esetvf(me, EV_CLAMPTRANSF, 0.2)
entity_clampToSurface(me)
entity_scale(me, 0.76, 0.76)
bone_scale(v.body, 0.2, 0.2)
entity_setState(me, STATE_HIDE)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
end
function postInit(me)
-- RANDOMLY FLIP HORIZONTALLY
if chance(50) then
entity_fh(me)
entity_switchSurfaceDirection(me)
end
end
function update(me, dt)
entity_findTarget(me, 678) -- Active range
if entity_getState(me) == STATE_HIDE then
entity_clearTargetPoints(me)
if entity_hasTarget(me) then
entity_setState(me, STATE_STAND)
end
else
entity_clearTargetPoints(me)
local eyeX, eyeY = bone_getWorldPosition(v.eye)
entity_addTargetPoint(me, eyeX, eyeY)
end
if entity_getState(me) == STATE_CRAWL then
entity_findTarget(me, 1337)
if entity_hasTarget(me) then
if eisv(me, EV_CLAMPING, 0) then
entity_moveAlongSurface(me, dt, 34)
if v.moveTimer > 0 then v.moveTimer = v.moveTimer - dt
else
--if chance(24) then
v.moves = v.moves - 1
if v.moves <= 0 then
entity_setState(me, STATE_OPEN)
v.moves = 1
entity_switchSurfaceDirection(me)
else
--else
entity_switchSurfaceDirection(me)
end
--end
v.moveTimer = v.mT + (math.random(432) * 0.01)
end
end
else
entity_setState(me, STATE_SIT)
end
elseif entity_getState(me) == STATE_CHARGE then
if v.chargeTime > 0 then v.chargeTime = v.chargeTime - dt end
local pupx, pupy = bone_getWorldPosition(v.eye)
local nx, ny = entity_getNormal(me)
nx, ny = vector_setLength(nx, ny, 34)
v.fireBit = v.fireBit - dt
if v.fireBit < 0 then
v.fireBit = 0.2
spawnParticleEffect("ArmaShot", pupx, pupy)
local s = createShot("ArmaShot", me, getNaija(), entity_x(me) + nx, entity_y(me) + ny)
shot_setAimVector(s, nx, ny)
v.shotCount = v.shotCount + 1
if v.shotCount > 16 then
v.chargeTime = 0
v.shotCount = 0
entity_setState(me, STATE_CLOSE)
end
end
--[[
if v.chargeTime <= (v.chT * 0.60) and v.shotCount == 0 then
spawnParticleEffect("ArmaShot", pupx, pupy)
local s = createShot("ArmaShot", me, 0, entity_x(me) + nx, entity_y(me) + ny)
v.shotCount = v.shotCount + 1
elseif v.chargeTime <= (v.chT * 0.50) and v.shotCount == 1 then
spawnParticleEffect("ArmaShot", pupx, pupy)
local s = createShot("ArmaShot", me, 0, entity_x(me) + nx, entity_y(me) + ny)
v.shotCount = v.shotCount + 1
elseif v.chargeTime <= (v.chT * 0.40) and v.shotCount == 2 then
spawnParticleEffect("ArmaShot", pupx, pupy)
local s = createShot("ArmaShot", me, 0, entity_x(me) + nx, entity_y(me) + ny)
v.shotCount = v.shotCount + 1
elseif v.chargeTime <= (v.chT * 0.30) and v.shotCount == 3 then
spawnParticleEffect("ArmaShot", pupx, pupy)
local s = createShot("ArmaShot", me, 0, entity_x(me) + nx, entity_y(me) + ny)
v.shotCount = v.shotCount + 1
elseif v.chargeTime <= 0 and v.shotCount == 4 then
v.chargeTime = 0
v.shotCount = 0
entity_setState(me, STATE_CLOSE)
end
]]--
end
-- UPDATE STUFFS
entity_rotateToSurfaceNormal(me, 0.34)
--entity_handleShotCollisionsSkeletal(me)
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, 54, 0.5, 64)
end
function enterState(me)
if entity_getState(me) == STATE_HIDE then
entity_animate(me, "hide", LOOP_INF)
bone_scale(v.body, 0.2, 0.2, 0.48)
bone_setSegs(v.body)
entity_setAllDamageTargets(me, false)
elseif entity_getState(me) == STATE_STAND then
entity_setStateTime(me, entity_animate(me, "stand"))
bone_scale(v.body, 1, 1, 0.48)
entity_setAllDamageTargets(me, true)
entity_setDamageTarget(me, DT_ENEMY_ENERGYBLAST, false)
elseif entity_getState(me) == STATE_CRAWL then
entity_animate(me, "crawl", LOOP_INF)
bone_setSegs(v.body, 4, 4, 0.6, 0.6, -0.022, 0, 4.8, 1)
v.moveTimer = v.mT + (math.random(432) * 0.01)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
elseif entity_getState(me) == STATE_OPEN then
entity_setStateTime(me, entity_animate(me, "open"))
bone_setSegs(v.body)
elseif entity_getState(me) == STATE_CHARGE then
entity_animate(me, "charge", LOOP_INF)
v.chargeTime = v.chT
v.shotCount = 0
entity_setDamageTarget(me, DT_AVATAR_PET, true)
elseif entity_getState(me) == STATE_CLOSE then
entity_setStateTime(me, entity_animate(me, "close"))
entity_setDamageTarget(me, DT_AVATAR_PET, false)
elseif entity_getState(me) == STATE_SIT then
entity_setStateTime(me, entity_animate(me, "sit"))
bone_scale(v.body, 0.2, 0.2, 0.48)
bone_setSegs(v.body)
end
end
function exitState(me)
if entity_getState(me) == STATE_STAND then
entity_setState(me, STATE_OPEN)
elseif entity_getState(me) == STATE_OPEN then
entity_setState(me, STATE_CHARGE)
elseif entity_getState(me) == STATE_CLOSE then
entity_setState(me, STATE_CRAWL)
elseif entity_getState(me) == STATE_SIT then
entity_setState(me, STATE_HIDE)
end
end
function damage(me, attacker, bone, damageType, dmg)
if entity_isState(me, STATE_CHARGE) then
local nx, ny = entity_getNormal(me)
local cx, cy = getLastCollidePosition()
local dx = cx-entity_x(me)
local dy = cy-entity_y(me)
local dot = vector_dot(nx, ny, dx, dy)
if dot > 0.9 then
bone_damageFlash(v.body)
bone_damageFlash(v.eye)
return true
else
playNoEffect()
return false
end
else
playNoEffect()
return false
end
end
function hitSurface(me)
end