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Aquaria/game_scripts/scripts/entities/spookfish.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 P O O K F I S H (pre-alpha)
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.segsOn = true
v.angle = 0
v.boostLen = 0
v.boostDir = 0
-- ================================================================================================
-- M Y F U N C T I O N S
-- ================================================================================================
local function setSpookSegsOn(me)
bone_setSegs(v.body, 8, 2, 0.12, 0.42, 0, -0.03, 8, 0)
bone_setSegs(v.glow01, 8, 2, 0.12, 0.42, 0, -0.03, 8, 0)
bone_setSegs(v.glow02, 8, 2, 0.12, 0.42, 0, -0.03, 8, 0)
end
local function setSpookSegsOff(me)
bone_setSegs(v.body, 8, 2, 0.23, 0.69, 0, -0.03, 8, 0)
bone_setSegs(v.glow01, 8, 2, 0.23, 0.69, 0, -0.03, 8, 0)
bone_setSegs(v.glow02, 8, 2, 0.23, 0.69, 0, -0.03, 8, 0)
--bone_setSegs(v.body)
--bone_setSegs(v.glow01)
--bone_setSegs(v.glow02)
end
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function init(me)
v.swimTimer = 0.64 + (math.random(64) * 0.01)
v.boostTimer = 4.56 + (math.random(640) * 0.01)
setupBasicEntity(me,
"Spookfish/Body", -- texture
2, -- health
1, -- manaballamount
1, -- exp
1, -- money
64, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
128, -- 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)
4000, -- updateCull -1: disabled, default: 4000
1
)
entity_setAllDamageTargets(me, false)
entity_setDeathParticleEffect(me, "TinyGreenExplode")
entity_initSkeletal(me, "Spookfish")
v.body = entity_getBoneByName(me, "Body")
v.glow01 = entity_getBoneByName(me, "Glow01")
v.glow02 = entity_getBoneByName(me, "Glow02")
end
function postInit(me)
v.angle = randAngle360()
entity_rotateTo(me, v.angle)
entity_moveTowardsAngle(me, v.angle, 1, 101)
entity_setState(me, STATE_IDLE)
bone_scale(v.glow02, 1.31, 2.5, 3.4, -1, 1, 1)
bone_alpha(v.glow01, 0.12, 1.23, -1, 1, 1)
bone_alpha(v.body, 0.23, 4.2, -1, 1, 1)
setSpookSegsOn(me)
v.segsOn = true
end
function update(me, dt)
v.angle = entity_getRotation(me)
if entity_getState(me) == STATE_IDLE then
-- BOOST FORWARD RANDOMLY
v.boostTimer = v.boostTimer - dt
if v.boostTimer <= 0 then
v.boostTimer = 4.56 + (math.random(640) * 0.01)
v.angle = v.angle + math.random(46) - 23
if v.angle > 360 then
v.angle = v.angle - 360
elseif v.angle < 0 then
v.angle = v.angle + 360
end
if v.segsOn == true then
setSpookSegsOff(me)
v.segsOn = false
end
v.boostLen = 1.4
if chance(50) then v.boostDir = -1
else v.boostDir = 1 end
entity_setMaxSpeedLerp(me, 4.2)
entity_setMaxSpeedLerp(me, 1, v.boostLen)
entity_moveTowardsAngle(me, v.angle, 1, 1234)
end
-- Curve with boost
v.boostLen = v.boostLen - dt
if v.boostLen <= 0 then
v.boostLen = 0
if v.segsOn == false then
setSpookSegsOn(me)
v.segsOn = true
end
else
v.angle = v.angle + (40 * v.boostDir)
if v.angle > 360 then
v.angle = v.angle - 360
elseif v.angle < 0 then
v.angle = v.angle + 360
end
entity_rotateTo(me, v.angle, 0.1)
entity_moveTowardsAngle(me, v.angle, 1, 98)
end
-- CHANGE SWIM DIRECTION SLIGHTLY
v.swimTimer = v.swimTimer - dt
if v.swimTimer <= 0 then
v.swimTimer = 0.64 + math.random(64)/100
v.angle = v.angle + math.random(90) - 45
if v.angle > 360 then
v.angle = v.angle - 360
elseif v.angle < 0 then
v.angle = v.angle + 360
end
entity_moveTowardsAngle(me, v.angle, 1, 87)
entity_doEntityAvoidance(me, dt, 64, 0.21)
end
entity_moveTowardsAngle(me, v.angle, dt, 124)
entity_doEntityAvoidance(me, dt, 128, 0.08)
entity_doCollisionAvoidance(me, dt, 12, 0.36)
end
-- FLIP
local flipThresh = 32
if entity_isfh(me) and entity_velx(me) < -flipThresh then
entity_fh(me)
elseif not entity_isfh(me) and entity_velx(me) > flipThresh then
entity_fh(me)
end
entity_handleShotCollisions(me)
entity_doFriction(me, dt, 123)
entity_updateCurrents(me, dt)
entity_rotateToVel(me, 0.8)
entity_updateMovement(me, dt)
entity_touchAvatarDamage(me, 64, 0, 321)
end
function enterState(me)
if entity_getState(me) == STATE_IDLE then
entity_animate(me, "idle", LOOP_INF)
entity_setMaxSpeed(me, 123)
end
end
function exitState(me)
end
function hitSurface(me)
v.boostLen = 0
entity_doCollisionAvoidance(me, 1, 4, 2.34)
end