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Aquaria/game_scripts/scripts/entities/creatorform2.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
v.n = 0
local STATE_START = 1000
local STATE_GRABATTACK = 1001
local STATE_HOLDING = 1002
local STATE_INHAND = 1003
local STATE_BEAM = 1004
v.bone_head = 0
v.bone_body = 0
v.grabPoint = 0
v.inHand = false
v.breakFreeTimer = 0
v.grabDelay = 3
v.hits = 200 * 1.3
v.grabRange = 0
v.shotDelay = 0
v.shotDelayTime = 0
v.prepDelay = 8
v.beam = 0
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "CreatorForm2")
--entity_setAllDamageTargets(me, false)
entity_generateCollisionMask(me)
entity_setState(me, STATE_IDLE)
v.grabPoint = entity_getBoneByName(me, "Hand")
v.bone_head = entity_getBoneByName(me, "Head")
v.bone_body = entity_getBoneByName(me, "Body")
v.grabRange = entity_getBoneByName(me, "GrabRange")
entity_setMaxSpeed(me, 800)
entity_setDamageTarget(me, DT_ENEMY_BEAM, false)
entity_setCull(me, false)
playMusic("Worship2")
loadSound("creatorform2-shot")
entity_setDamageTarget(me, DT_AVATAR_PET, false)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
--debugLog(string.format("hits %d", hits))
if entity_isState(me, STATE_TRANSITION) or entity_isState(me, STATE_WAIT) then
return
end
entity_doFriction(me, dt, 800)
entity_doCollisionAvoidance(me, dt, 15, 0.5)
entity_updateMovement(me, dt)
if v.grabDelay > 0 then
v.grabDelay = v.grabDelay - dt
if v.grabDelay < 0 then
v.grabDelay = 0
end
end
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
if not v.inHand and v.grabDelay == 0 and bone == v.grabPoint then
v.inHand = true
avatar_fallOffWall()
end
if not v.inHand and avatar_isBursting() and bone == v.bone_body and entity_setBoneLock(v.n, me, bone) then
else
local bx, by = bone_getWorldPosition(bone)
local x, y = entity_getPosition(v.n)
bx = x - bx
by = y - by
bx, by = vector_setLength(bx, by, 800)
entity_addVel(v.n, bx, by)
end
if bone == v.grabPoint then
entity_damage(v.n, me, 0.5)
end
end
if v.inHand then
entity_setPosition(v.n, bone_getWorldPosition(v.grabPoint))
entity_rotate(v.n, bone_getWorldRotation(v.grabPoint)-90)
if avatar_isRolling() then
v.breakFreeTimer = v.breakFreeTimer + dt
if v.breakFreeTimer > 2 then
v.inHand = false
v.breakFreeTimer = 0
v.grabDelay = 4
local x, y = entity_x(v.n), entity_y(v.n)
if isObstructed(x, y) then
-- Trapped in the floor! Warp out.
while y > 4500 and isObstructed(x, y) do
y = y-20
end
entity_setPosition(v.n, x, y)
end
end
end
end
if not v.inHand and math.abs(entity_x(me) - entity_x(v.n)) > 256 then
entity_flipToEntity(me, v.n)
end
entity_clearTargetPoints(me)
entity_addTargetPoint(me, bone_getWorldPosition(v.bone_head))
if entity_isState(me, STATE_IDLE) then
v.prepDelay = v.prepDelay - dt
if v.prepDelay < 0 then
local bx, by = bone_getWorldPosition(v.grabRange)
if (entity_getBoneLockEntity(v.n) == me) or (entity_isPositionInRange(v.n, bx, by, 512) and chance(30)) then
entity_setState(me, STATE_GRABATTACK)
else
if chance(50) then
entity_setState(me, STATE_PREP)
elseif chance(50) then
entity_setState(me, STATE_BEAM)
end
end
end
end
if entity_isState(me, STATE_ATTACK) then
v.shotDelay = v.shotDelay - dt
if v.shotDelay <= 0 then
local s = createShot("CreatorForm2", me, v.n, bone_getWorldPosition(v.bone_head))
v.shotDelayTime = v.shotDelayTime - 0.01
v.shotDelay = v.shotDelayTime
end
end
if entity_isState(me, STATE_BEAM) then
if v.beam ~= 0 then
if entity_isfh(me) then
beam_setAngle(v.beam, bone_getWorldRotation(v.bone_head)+90)
else
beam_setAngle(v.beam, bone_getWorldRotation(v.bone_head)-90)
end
beam_setPosition(v.beam, bone_getWorldPosition(v.bone_head))
end
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "start", -1)
elseif entity_isState(me, STATE_START) then
entity_setStateTime(me, entity_animate(me, "start", 2))
elseif entity_isState(me, STATE_TRANSITION) then
v.inHand = false
clearShots()
entity_setAllDamageTargets(me, false)
entity_idle(v.n)
disableInput()
entity_setInvincible(v.n, true)
cam_toEntity(me)
local node = entity_getNearestNode(me, "CENTER")
entity_setPosition(me, node_x(node), node_y(node), 3, 0, 0, 1)
local t = entity_animate(me, "die")
entity_setStateTime(me, t + 2)
local node = getNode("HASTYEXIT")
local door = node_getNearestEntity(node, "FinalDoor")
entity_setState(door, STATE_OPEN)
elseif entity_isState(me, STATE_PREP) then
entity_setStateTime(me, entity_animate(me, "prep"))
elseif entity_isState(me, STATE_ATTACK) then
entity_animate(me, "attack", -1)
entity_setStateTime(me, 6)
v.shotDelayTime = 1
elseif entity_isState(me, STATE_GRABATTACK) then
entity_setStateTime(me, entity_animate(me, "grabAttack"))
shakeCamera(10, 1)
avatar_fallOffWall()
elseif entity_isState(me, STATE_BEAM) then
entity_setStateTime(me, entity_animate(me, "beam"))
shakeCamera(10, 3)
avatar_fallOffWall()
v.beam = 0
voice("Laugh3")
end
end
function exitState(me)
if entity_isState(me, STATE_START) then
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_TRANSITION) then
local bx, by = bone_getWorldPosition(v.bone_head)
createEntity("CreatorForm4", "", bx, by)
entity_setState(me, STATE_WAIT, 2)
elseif entity_isState(me, STATE_WAIT) then
entity_delete(me)
enableInput()
entity_setInvincible(v.n, false)
cam_toEntity(v.n)
elseif entity_isState(me, STATE_PREP) then
entity_setState(me, STATE_ATTACK)
elseif entity_isState(me, STATE_ATTACK) or entity_isState(me, STATE_GRABATTACK) or entity_isState(me, STATE_BEAM) then
if v.beam ~= 0 then
beam_delete(v.beam)
v.beam = 0
end
v.prepDelay = math.random(3)+4
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
if bone == v.bone_head then
bone_damageFlash(bone)
v.hits = v.hits - dmg
if v.hits <= 0 then
entity_setState(me, STATE_TRANSITION)
end
return false
end
return false
end
function animationKey(me, key)
if entity_isState(me, STATE_IDLE) and (key == 2 or key == 3) then
entity_moveTowards(me, entity_x(v.n), entity_y(v.n), 1, 1000)
elseif entity_isState(me, STATE_BEAM) and key == 1 then
v.beam = createBeam()
beam_setTexture(v.beam, "particles/Beam")
beam_setDamage(v.beam, 3)
playSfx("PowerUp")
playSfx("FizzleBarrier")
end
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end