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Aquaria/game_scripts/scripts/entities/mermoth.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
-- ================================================================================================
-- AGGRO HOPPER
-- ================================================================================================
-- specific
local STATE_JUMP = 1000
local STATE_TRANSITION = 1001
local STATE_JUMPPREP = 1002
local STATE_WALK = 1003
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.jumpDelay = 0
v.moveTimer = 0
v.rotateOffset = 0
v.angry = false
v.enraged = false
v.moving = 0.2
v.n = 0
v.puffTimer = 0
v.fireDelay = 0
v.lx = 0
v.ly = 0
v.bubbleRelease = 0
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
--[[
function land(me)
entity_clampToSurface(me)
entity_moveAlongSurface(me, dt, 1, 6, 24)
entity_rotateToSurfaceNormal(me, 0.1)
end
]]--
function init(me)
setupBasicEntity(
me,
"", -- texture
24, -- health
2, -- manaballamount
2, -- exp
10, -- money
40, -- collideRadius
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)
4000 -- updateCull -1: disabled, default: 4000
)
entity_initSkeletal(me, "mermoth")
entity_setDeathParticleEffect(me, "TinyGreenExplode")
--land(me)
entity_setWeight(me, 1000)
entity_setState(me, STATE_IDLE)
entity_setBounceType(me, BOUNCE_REAL)
entity_setBounce(me, 0.9)
--entity_setClampOnSwitchDir(me, false)
esetv(me, EV_SWITCHCLAMP, 0)
esetv(me, EV_WALLOUT, 64)--18)
entity_clampToSurface(me)
entity_setCullRadius(me, 512)
--entity_setBounce(0)
entity_setDeathSound(me, "mermog-die")
loadSound("mermog-die")
loadSound("mermog-jump")
end
function postInit(me)
v.n = getNaija()
end
function update(me, dt)
v.lx, v.ly = entity_getPosition(me)
dt = dt * 1.2
v.puffTimer = v.puffTimer - dt
if v.puffTimer < 0 then
spawnParticleEffect("poisonbubbles", entity_x(me) + math.random(100) - math.random(100), entity_y(me) - 40 + math.random(100) - math.random(100))
v.puffTimer = 1
end
if v.enraged then
dt = dt * 1.25
end
--[[
if entity_hasTarget(me) then
if entity_isTargetInRange(me, 64) then
entity_hurtTarget(me, 1)
entity_pushTarget(me, 500)
end
end
]]--
if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_TRANSITION) then
entity_moveAlongSurface(me, dt, 0.5, 6)
--entity_switchSurfaceDirection(me)
end
if entity_getState(me)==STATE_IDLE then
if not(entity_hasTarget(me)) then
entity_findTarget(me, 1200)
else
if entity_isTargetInRange(me, 800) then
v.jumpDelay = v.jumpDelay - dt
if v.jumpDelay < 0 then
v.angry = true
v.jumpDelay = 0.2
entity_setState(me, STATE_JUMPPREP)
end
end
end
elseif entity_isState(me, STATE_WALK) then
if entity_isfh(me) then
entity_switchSurfaceDirection(me, 0)
else
entity_switchSurfaceDirection(me, 1)
end
entity_moveAlongSurface(me, dt, 1000*v.moving, 6)
entity_rotateToSurfaceNormal(me, 0.1)
elseif entity_getState(me)==STATE_JUMPPREP then
if not entity_isAnimating(me) then
entity_setState(me, STATE_JUMP)
end
elseif entity_getState(me)==STATE_JUMP then
--entity_flipToVel(me)
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt)
v.bubbleRelease = v.bubbleRelease - dt
if v.bubbleRelease < 0 then
v.bubbleRelease = 0.4
spawnParticleEffect("bubble-release-short", entity_x(me), entity_y(me))
end
--[[
v.fireDelay = v.fireDelay - dt
if v.fireDelay < 0 then
v.fireDelay = 0.4
s = createShot("mermog-shot", me, v.n, entity_x(me), entity_y(me))
shot_setAimVector(s, math.sin(angle), math.cos(angle))
if entity_isfh(me) then
angle = angle + 0.1
else
angle = angle - 0.1
end
end
]]--
elseif not(entity_getState(me)==STATE_TRANSITION or entity_isState(me, STATE_WALK)) then
entity_updateMovement(me, dt)
end
--[[
if isObstructed(entity_x(me), entity_y(me)) then
entity_setPosition(me, v.lx, v.ly)
entity_clampToSurface(me)
end
]]--
entity_handleShotCollisions(me)
if entity_touchAvatarDamage(me, 64, 1, 500) then
setPoison(1, 12)
end
if isObstructed(entity_x(me), entity_y(me)) then
entity_adjustPositionBySurfaceNormal(me, 1)
end
end
function damage(me, attacker, bone, damageType, dmg)
if entity_isState(me, STATE_IDLE) then
entity_setState(me, STATE_JUMPPREP)
end
return true
end
v.bounces = 0
function hitSurface(me)
if entity_getState(me)==STATE_JUMP then
local t = egetvf(me, EV_CLAMPTRANSF)
if entity_checkSurface(me, 6, STATE_TRANSITION, t) then
entity_rotateToSurfaceNormal(me, 0)
entity_scale(me, 1, 0.5)
entity_scale(me, 1, 1, t)
--[[
entity_setInternalOffset(me, 0, 64)
entity_setInternalOffset(me, 0, 0, t)
]]--
else
local nx, ny = getWallNormal(entity_getPosition(me))
nx, ny = vector_setLength(nx, ny, 400)
entity_addVel(me, nx, ny)
end
--[[
if entity_isNearObstruction(me, 4, OBSCHECK_4DIR) then
entity_clampToSurface(me)
entity_setState(me, STATE_TRANSITION, 0.001)
end
]]--
end
--[[
if entity_getState(me)==STATE_JUMP then
local nx, ny = getWallNormal(cx, cy)
if ny < 0 then
land(me)
entity_setState(me, STATE_TRANSITION)
else
v.bounces = v.bounces + 1
if v.bounces > 8 then
land(me)
entity_setState(me, STATE_TRANSITION)
end
end
end
]]--
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_animate(me, "idle", LOOP_INF)
entity_setMaxSpeed(me, 1200)
elseif entity_getState(me)==STATE_JUMPPREP then
local nx, ny = entity_getNormal(me)
for i=20,400,20 do
local nx1, ny1 = vector_setLength(nx, ny, i)
local tx = entity_x(me) + nx1
local ty = entity_y(me) + ny1
--debugLog(string.format("t(%d, %d)", tx, ty))
if isObstructed(tx, ty) then
--debugLog("idle!")
entity_setState(me, STATE_WALK, 2, 1)
return
end
end
entity_animate(me, "jumpPrep")
entity_flipToEntity(me, entity_getTarget(me))
elseif entity_isState(me, STATE_TRANSITION) then
entity_setStateTime(me, entity_animate(me, "land"))
elseif entity_isState(me, STATE_WALK) then
entity_animate(me, "walk", -1)
elseif entity_getState(me)==STATE_JUMP then
v.bounces = 0
entity_flipToEntity(me, entity_getTarget(me))
entity_animate(me, "jump")
v.rotateOffset = 0
entity_applySurfaceNormalForce(me, 1000)
if entity_isfh(me) then
entity_addVel(me, 400, 0)
else
entity_addVel(me, -400, 0)
end
entity_adjustPositionBySurfaceNormal(me, 10)
entity_sound(me, "mermog-jump")
end
end
function animationKey(me, key)
end
function exitState(me)
if entity_getState(me)==STATE_TRANSITION then
entity_setState(me, STATE_IDLE)
if chance(50) then
entity_setState(me, STATE_WALK, 2)
end
elseif entity_getState(me)==STATE_WALK then
entity_setState(me, STATE_IDLE)
end
end
function dieNormal(me)
if chance(25) then
local x, y = entity_getNormal(me)
x, y = vector_setLength(x, y, 64)
spawnIngredient("PlantLeaf", entity_x(me)+x, entity_y(me)+y)
end
end