mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-16 14:50:01 +00:00
256 lines
7.2 KiB
Lua
256 lines
7.2 KiB
Lua
|
-- 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
|
||
|
|
||
|
v.n = 0
|
||
|
v.dad = 0
|
||
|
v.bone = 0
|
||
|
v.babySpawn = 0
|
||
|
|
||
|
v.momVisionTime = 0.5
|
||
|
v.momVisionDelay = v.momVisionTime
|
||
|
v.momEyes = 0
|
||
|
|
||
|
|
||
|
v.started = false
|
||
|
v.createDelayTime = 20
|
||
|
v.createDelay = v.createDelayTime
|
||
|
|
||
|
local STATE_GOTODAD = 1000
|
||
|
local STATE_MOURN = 1001
|
||
|
local STATE_MOMVISION = 1002
|
||
|
|
||
|
v.fireDelay = 2
|
||
|
v.shotDelay = 0.1
|
||
|
v.shots = 0
|
||
|
v.numShots = 8
|
||
|
v.angle = 0
|
||
|
|
||
|
function init(me)
|
||
|
setupEntity(me)
|
||
|
entity_setHealth(me, 30)
|
||
|
entity_initSkeletal(me, "SunkenMom")
|
||
|
entity_setCollideRadius(me, 32)
|
||
|
entity_setState(me, STATE_IDLE)
|
||
|
entity_scale(me, 0.5, 0.5)
|
||
|
|
||
|
entity_setCull(me, false)
|
||
|
entity_setEntityType(me, ET_ENEMY)
|
||
|
entity_setAllDamageTargets(me, false)
|
||
|
entity_generateCollisionMask(me)
|
||
|
|
||
|
entity_setMaxSpeed(me, 800)
|
||
|
entity_setDeathScene(me, true)
|
||
|
|
||
|
--entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
|
||
|
end
|
||
|
|
||
|
function postInit(me)
|
||
|
v.n = getNaija()
|
||
|
v.dad = entity_getNearestEntity(me, "SunkenDad")
|
||
|
v.bone = entity_getBoneByName(v.dad, "MomPosition")
|
||
|
v.babySpawn = entity_getBoneByName(v.dad, "BabySpawn")
|
||
|
--[[
|
||
|
local x, y = bone_getWorldPosition(v.bone)
|
||
|
entity_setPosition(me, x, y, 0.5)
|
||
|
]]--
|
||
|
|
||
|
entity_setTarget(me, v.dad)
|
||
|
end
|
||
|
|
||
|
function update(me, dt)
|
||
|
if not v.started then
|
||
|
return
|
||
|
end
|
||
|
if not entity_isState(me, STATE_DEATHSCENE) then
|
||
|
overrideZoom(0.45, 1.0)
|
||
|
end
|
||
|
|
||
|
|
||
|
--debugLog(string.format("createDelay: %f", v.createDelay))
|
||
|
if entity_isState(me, STATE_MOMVISION) then
|
||
|
--[[
|
||
|
v.momVisionDelay = v.momVisionDelay - dt
|
||
|
if v.momVisionDelay < 0 then
|
||
|
v.momVisionDelay = v.momVisionTime
|
||
|
x = entity_x(v.n)
|
||
|
node = entity_getNearestNode(v.n, "MOMEYES")
|
||
|
dist = 300
|
||
|
x = x + entity_velx(v.n)*0.5
|
||
|
if chance(50) then
|
||
|
createEntity("MomEyes", "", x-dist, node_y(node))
|
||
|
createEntity("MomEyes", "", x, node_y(node))
|
||
|
else
|
||
|
createEntity("MomEyes", "", x+dist, node_y(node))
|
||
|
createEntity("MomEyes", "", x, node_y(node))
|
||
|
end
|
||
|
end
|
||
|
]]--
|
||
|
--[[
|
||
|
v.momVisionDelay = v.momVisionDelay - dt
|
||
|
if v.momVisionDelay < 0 then
|
||
|
v.momVisionDelay = v.momVisionTime
|
||
|
s = createShot("MomVision", "", entity_x(v.momEyes), entity_y(v.momEyes))
|
||
|
shot_setAimVector(s, entity_x(v.n) - entity_x(v.momEyes), entity_y(v.n) - entity_y(v.momEyes))
|
||
|
end
|
||
|
]]--
|
||
|
end
|
||
|
if entity_isState(me, STATE_IDLE) then
|
||
|
if not (entity_getHealth(v.dad) < 220) then
|
||
|
v.createDelay = v.createDelay - dt
|
||
|
if v.createDelay < 0 then
|
||
|
if entity_isState(v.dad, STATE_IDLE) then
|
||
|
--debugLog("setting dad to waitForKiss")
|
||
|
entity_setState(v.dad, STATE_WAITFORKISS, -1, true)
|
||
|
entity_setState(me, STATE_GOTODAD)
|
||
|
v.createDelay = v.createDelayTime
|
||
|
end
|
||
|
end
|
||
|
else
|
||
|
v.fireDelay = v.fireDelay - dt
|
||
|
if v.fireDelay < 0 then
|
||
|
v.shotDelay = v.shotDelay - dt
|
||
|
if v.shotDelay < 0 then
|
||
|
v.shots = v.shots + 1
|
||
|
v.shotDelay = 0.7
|
||
|
local s = createShot("zygoteshot-mom", me, v.n)
|
||
|
shot_setAimVector(s, math.sin(v.angle), math.cos(v.angle))
|
||
|
v.angle = v.angle + ((3.14*2)/v.numShots) * v.shots
|
||
|
if v.shots >= v.numShots then
|
||
|
v.fireDelay = 3
|
||
|
v.shots = 0
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
if entity_isState(me, STATE_IDLE) then
|
||
|
if entity_hasTarget(me) then
|
||
|
if entity_isTargetInRange(me, 512) then
|
||
|
entity_moveAroundTarget(me, dt, 1000, 0)
|
||
|
else
|
||
|
entity_moveTowardsTarget(me, dt, 1000)
|
||
|
end
|
||
|
entity_flipToEntity(me, entity_getTarget(me))
|
||
|
entity_doCollisionAvoidance(me, dt, 5, 0.5)
|
||
|
end
|
||
|
entity_updateMovement(me, dt)
|
||
|
end
|
||
|
if entity_isState(me, STATE_KISS) then
|
||
|
local x, y = bone_getWorldPosition(v.bone)
|
||
|
entity_setPosition(me, x, y, 0.5)
|
||
|
entity_flipToEntity(me, v.dad)
|
||
|
end
|
||
|
entity_handleShotCollisionsSkeletal(me)
|
||
|
end
|
||
|
|
||
|
function hitSurface(me)
|
||
|
end
|
||
|
|
||
|
function enterState(me)
|
||
|
if entity_isState(me, STATE_IDLE) then
|
||
|
entity_animate(me, "fly", -1)
|
||
|
elseif entity_isState(me, STATE_GOTODAD) then
|
||
|
entity_animate(me, "fly", -1)
|
||
|
local x, y = bone_getWorldPosition(v.bone)
|
||
|
--debugLog(string.format("pos(%f,%f)", x, y))
|
||
|
entity_clearVel(me)
|
||
|
entity_setStateTime(me, entity_setPosition(me, x, y, -1 * 300))
|
||
|
elseif entity_isState(me, STATE_KISS) then
|
||
|
entity_setStateTime(me, entity_animate(me, "kiss"))
|
||
|
local x, y = bone_getWorldPosition(v.bone)
|
||
|
entity_setPosition(me, x, y, -1 * 100)
|
||
|
entity_setState(v.dad, STATE_KISS, -1, true)
|
||
|
elseif entity_isState(me, STATE_WEAK) then
|
||
|
local node = getNode("GROUNDLEVEL")
|
||
|
entity_setPosition(me, entity_x(me), node_y(node), -500)
|
||
|
entity_animate(me, "weak")
|
||
|
entity_setStateTime(me, 12)
|
||
|
entity_setState(v.dad, STATE_RAGE, -1, true)
|
||
|
elseif entity_isState(me, STATE_MOMVISION) then
|
||
|
debugLog("mom vision")
|
||
|
--[[
|
||
|
v.momEyes = createEntity("MomEyes", "", entity_x(me), entity_y(me)-800)
|
||
|
entity_setStateTime(me, 20)
|
||
|
v.momVisionDelay = 0
|
||
|
]]--
|
||
|
entity_setStateTime(me, 3)
|
||
|
elseif entity_isState(me, STATE_DEATHSCENE) then
|
||
|
entity_setStateTime(me, -1)
|
||
|
entity_clearVel(me)
|
||
|
elseif entity_isState(me, STATE_START) then
|
||
|
v.started = true
|
||
|
entity_setStateTime(me, 0.1)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function exitState(me)
|
||
|
if entity_isState(me, STATE_GOTODAD) then
|
||
|
debugLog("state goToDad done")
|
||
|
entity_setState(me, STATE_KISS)
|
||
|
elseif entity_isState(me, STATE_KISS) then
|
||
|
if not entity_isState(v.dad, STATE_DEATHSCENE) then
|
||
|
--entity_setState(v.dad, STATE_IDLE)
|
||
|
local x, y = bone_getWorldPosition(v.babySpawn)
|
||
|
createEntity("Zygote", "", x, y)
|
||
|
playSfx("sunkendad-headspurt")
|
||
|
spawnParticleEffect("sunkendad-headspurt", x, y)
|
||
|
--createEntity("GhostBaby", "", x, y-10)
|
||
|
entity_setState(me, STATE_IDLE)
|
||
|
end
|
||
|
elseif entity_isState(me, STATE_WEAK) then
|
||
|
if not entity_isState(v.dad, STATE_DEATHSCENE) and not (entity_getHealthPerc(v.dad) <= 0) then
|
||
|
if entity_getHealth(v.dad) >= 220 then
|
||
|
entity_setState(v.dad, STATE_CALM, -1, true)
|
||
|
end
|
||
|
entity_setState(me, STATE_MOMVISION)
|
||
|
end
|
||
|
elseif entity_isState(me, STATE_MOMVISION) then
|
||
|
if v.momEyes ~= 0 then
|
||
|
entity_setState(v.momEyes, STATE_DONE)
|
||
|
end
|
||
|
|
||
|
if not entity_isState(v.dad, STATE_DEATHSCENE) and not (entity_getHealthPerc(v.dad) <= 0) then
|
||
|
entity_setState(v.dad, STATE_IDLE)
|
||
|
entity_setState(me, STATE_IDLE)
|
||
|
end
|
||
|
|
||
|
elseif entity_isState(me, STATE_START) then
|
||
|
entity_setState(me, STATE_IDLE)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function damage(me, attacker, bone, damageType, dmg)
|
||
|
if not (entity_getHealth(v.dad) < 220) then
|
||
|
if not entity_isState(me, STATE_WEAK) then
|
||
|
-- for debug
|
||
|
--or damageType == DT_AVATAR_ENERGYBLAST
|
||
|
if damageType == DT_AVATAR_CREATORSHOT then
|
||
|
--bone_damageFlash(me, entity_getBoneByIdx(me, 0))
|
||
|
entity_setState(me, STATE_WEAK)
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
return false
|
||
|
end
|
||
|
|