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Aquaria/game_scripts/scripts/entities/seaturtlecommon.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
-- ================================================================================================
-- S E A T U R T L E C O M M O N
-- ================================================================================================
-- ================================================================================================
-- S T A T E S
-- ================================================================================================
local STATE_GLIDING = 1001
local STATE_TO_THRUST = 1002
local STATE_THRUSTING = 1003
local STATE_TO_GLIDE = 1004
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.sz = 1
v.maxSpeed = 890
v.angle = 90
v.turtle_type = 0
v.song = nil
v.songNoteTimer = 0
v.songNoteDelay = 1.2
v.songNote = 1
v.singDelay = 0
v.singing = false
v.curRecNote = 1
v.recDelay = 0
v.follower = false
v.following = false
v.saveFlag = 0
v.saveNode = 0
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function v.commonInit(me, turType)
v.song = { 0, 0, 0 }
v.swimTime = 0.34 + (math.random(42)*0.01)
setupBasicEntity(
me,
"SeaTurtle/Head", -- texture
8, -- health
1, -- manaballamount
1, -- exp
1, -- money
64, -- collideRadius (only used if hit entities is on)
STATE_GLIDING, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
1800 -- updateCull -1: disabled, default: 4000
)
v.turtle_type = turType
entity_setDeathParticleEffect(me, "Explode")
entity_setDropChance(me, 21)
if v.turtle_type == 2 then
entity_initSkeletal(me, "babyturtle")
elseif v.turtle_type == 4 then
entity_initSkeletal(me, "babyturtle", "babyturtle-special1")
v.follower = true
v.song[1] = 0
v.song[2] = 3
v.song[3] = 4
v.saveFlag = FLAG_MAMATURTLE_RESCUE1
elseif v.turtle_type == 5 then
entity_initSkeletal(me, "babyturtle", "babyturtle-special2")
v.follower = true
v.song[1] = 2
v.song[2] = 3
v.song[3] = 4
v.saveFlag = FLAG_MAMATURTLE_RESCUE2
elseif v.turtle_type == 6 then
entity_initSkeletal(me, "babyturtle", "babyturtle-special3")
v.follower = true
v.song[1] = 7
v.song[2] = 6
v.song[3] = 2
v.saveFlag = FLAG_MAMATURTLE_RESCUE3
else
entity_initSkeletal(me, "SeaTurtle")
end
if v.saveFlag ~= 0 then
v.saveNode = getNode("TURTLESAVED")
end
v.shell = entity_getBoneByName(me, "Shell")
-- MAKE BACK PARTS DARKER
--[[backFrontFlipper = entity_getBoneByName(me, "FrontFlipperBack")
backBackFlipper = entity_getBoneByName(me, "BackFlipperBack")
bone_setColor(backFrontFlipper, 0.69, 0.69, 0.69)
bone_setColor(backBackFlipper, 0.69, 0.69, 0.69)]]--
entity_setCullRadius(me, 800)
-- BIG
if v.turtle_type <= 0 then
v.sz = 1.56 + (math.random(234)*0.001)
v.turtle_type = 0
entity_generateCollisionMask(me)
entity_setCullRadius(me, 1024)
-- SMALL
elseif v.turtle_type == 1 then
v.sz = 0.76 + (math.random(234)*0.001)
-- BABY
elseif v.turtle_type == 2 then
v.sz = 0.43 + (math.random(210)*0.001)
-- BACKGROUND (CRAP)
elseif v.turtle_type == 3 then
--v.turtle_type = 3
v.sz = 0.23 + (math.random(210)*0.001)
entity_color(me, 0.1, 0.1, 0.1)
entity_alpha(me, 0.98)
entity_setEntityLayer(me, -2)
elseif v.turtle_type == 4 or v.turtle_type == 5 or v.turtle_type == 6 then
-- special baby 1
v.sz = 0.43 + ((math.random(50)+140)*0.001)
end
entity_scale(me, v.sz, v.sz)
entity_setEntityType(me, ET_NEUTRAL)
entity_setState(me, STATE_GLIDING)
entity_rotateTo(me, 360, 0.1)
entity_setMaxSpeed(me, v.maxSpeed)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
entity_setEatType(me, EAT_NONE)
end
function animationKey(me, key)
end
function postInit(me)
-- FLIP HORIZONTALLY IF THERE'S A FLIP NODE
local node = entity_getNearestNode(me, "FLIP")
if node ~=0 then
if node_isEntityIn(node, me) then
entity_fh(me)
end
end
end
local function sing(me)
v.singing = true
v.songNote = 1
end
function update(me, dt)
-- SWIM ANGLE
if not v.follower then
if entity_getState(me) == STATE_GLIDING then
v.swimTime = v.swimTime - dt
if v.swimTime < 0 then
v.swimTime = 1.23 + (math.random(234)*0.01)
-- Point based on Flip
if not entity_isfh(me) then
v.angle = 58 + math.random(64)
entity_rotateTo(me, v.angle + 270, 2)
else
v.angle = 238 + math.random(64)
entity_rotateTo(me, v.angle + 90, 2)
end
entity_setState(me, STATE_TO_THRUST)
end
end
-- SUBTLE GLIDE
if entity_getState(me) == STATE_TO_THRUST then
if not entity_isfh(me) then
entity_moveTowardsAngle(me, entity_getRotation(me) - 270, 1, 2.48)
else
entity_moveTowardsAngle(me, entity_getRotation(me) - 90, 1, 2.48)
end
end
end
if v.following then
if isFlag(v.saveFlag, 0) then
entity_setTarget(me, getNaija())
entity_setMaxSpeed(me, 500)
if not entity_isEntityInRange(me, getNaija(), 128) then
entity_moveTowardsTarget(me, dt, 700)
end
entity_rotateTo(me, 0, 0.1)
if node_isEntityIn(v.saveNode, me) then
local mamaTurtle = getEntity("mamaturtle")
setFlag(v.saveFlag, 1)
entity_setState(mamaTurtle, STATE_OPEN, -1, 1)
end
end
end
-- FLIP L/R
local flipThresh = 50
if entity_velx(me) < -flipThresh and not entity_isfh(me) then
entity_fh(me)
v.angle = v.angle + 180
elseif entity_velx(me) > flipThresh and entity_isfh(me) then
entity_fh(me)
v.angle = v.angle - 180
end
-- AVOIDANCE
if v.following then
entity_setCollideRadius(me, 16)
entity_doEntityAvoidance(me, dt, 43, 0.12)
entity_doCollisionAvoidance(me, dt, 4, 0.5)
else
entity_doEntityAvoidance(me, dt, 43, 0.12)
entity_doCollisionAvoidance(me, dt, 5, 0.36)
end
-- MOVEMENT
entity_doFriction(me, dt, 48)
entity_updateMovement(me, dt)
-- COLLISIONS
if v.turtle_type >= 3 then
elseif v.turtle_type == 0 then
-- NAIJA ATTACHING TO SHELL
local rideBone = entity_collideSkeletalVsCircle(me, getNaija())
if rideBone == v.shell and avatar_isBursting() and entity_setBoneLock(getNaija(), me, rideBone) then
elseif rideBone ~=0 then
local nX, nY = entity_getPosition(getNaija())
local bX, bY = bone_getWorldPosition(rideBone)
nX = nX - bX
nY = nY - bY
nX, nY = vector_setLength(nX, nY, 600)
entity_addVel(getNaija(), nX, nY)
end
entity_handleShotCollisionsSkeletal(me)
elseif v.turtle_type == 1 then
entity_touchAvatarDamage(me, 67 * v.sz, 0, 420)
entity_handleShotCollisions(me)
end
if v.follower then
if not v.following and entity_isEntityInRange(me, getNaija(), 512) then
musicVolume(0.5, 0.2)
else
musicVolume(1.0, 0.2)
end
if v.recDelay > 0 then
v.recDelay = v.recDelay - dt
if v.recDelay < 0 then
v.recDelay = 0
v.curRecNote = 1
end
end
if not v.following then
if entity_isEntityInRange(me, getNaija(), 800) then
if v.singing then
v.songNoteTimer = v.songNoteTimer + dt
if v.songNoteTimer > v.songNoteDelay then
--playSfx(getNoteName(v.song[v.songNote]),
entity_sound(me, getNoteName(v.song[v.songNote], "low-"), 1, 2)
v.songNote = v.songNote + 1
if v.songNote > 3 then
v.singing = false
end
v.songNoteTimer = 0
v.singDelay = 3
end
else
v.singDelay = v.singDelay - dt
if v.singDelay < 0 then
v.singDelay = 0
sing(me)
end
end
end
end
end
end
function enterState(me)
if entity_getState(me) == STATE_GLIDING then
entity_animate(me, "glide", LOOP_INF)
elseif entity_getState(me) == STATE_TO_THRUST then
entity_setStateTime(me, entity_animate(me, "tothrust"), -1)
elseif entity_getState(me) == STATE_THRUSTING then
entity_setStateTime(me, entity_animate(me, "thrust"), -1)
elseif entity_getState(me) == STATE_TO_GLIDE then
entity_setStateTime(me, entity_animate(me, "toglide"), -1)
end
end
function exitState(me)
if entity_getState(me) == STATE_GLIDING then
elseif entity_getState(me) == STATE_TO_THRUST then
entity_setState(me, STATE_THRUSTING)
elseif entity_getState(me) == STATE_THRUSTING then
-- THRUST
entity_moveTowardsAngle(me, v.angle, 1, 124 + math.random(124))
entity_setState(me, STATE_TO_GLIDE)
local shellX, shellY = bone_getWorldPosition(v.shell)
spawnParticleEffect("SeaTurtleBubbles", shellX, shellY)
elseif entity_getState(me) == STATE_TO_GLIDE then
entity_setState(me, STATE_GLIDING)
end
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_AVATAR_BITE then
playNoEffect()
return false
end
return true
end
local function startFollowing(me)
v.following = true
end
function songNoteDone(me, note, t)
if v.follower and not v.following then
if t >= 0.2 and note == v.song[v.curRecNote] then
v.recDelay = 2
v.curRecNote = v.curRecNote + 1
if v.curRecNote > 3 then
startFollowing(me)
end
else
v.recDelay = 0.1
v.curRecNote = 1
end
end
end
function hitSurface(me)
end