1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2024-12-28 15:55:51 +00:00
Aquaria/game_scripts/scripts/entities/groundshocker.lua

199 lines
5.6 KiB
Lua
Raw Normal View History

-- 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
-- ================================================================================================
-- G R O U N D S H O C K E R
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.shellOn = true
v.pullTime = 1.11
v.attackTime = 0.7
v.mT = 0
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function init(me)
v.moveTimer = 3.2 + (math.random(432) * 0.01)
v.shotTimer = 2.1 + (math.random(210) * 0.01)
setupBasicEntity(
me,
"GroundShocker/Core", -- texture
7, -- health
1, -- manaballamount
0, -- exp
0, -- money
32, -- collideRadius (for hitting entities + spells)
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)
2000 -- updateCull -1: disabled, default: 4000
)
entity_setDeathParticleEffect(me, "Explode")
entity_setDropChance(me, 12)
entity_initSkeletal(me, "GroundShocker")
v.bone_core = entity_getBoneByName(me, "Core")
v.bone_shell = entity_getBoneByName(me, "Shell")
entity_generateCollisionMask(me)
entity_setAllDamageTargets(me, false)
entity_setEntityType(me, ET_ENEMY)
entity_setProperty(me, EP_MOVABLE, true)
esetv(me, EV_WALLOUT, 2)
esetvf(me, EV_CLAMPTRANSF, 0.2)
entity_clampToSurface(me)
bone_setSegs(v.bone_core)
loadSound("groundshocker-attack")
end
function postInit(me)
entity_setState(me, STATE_IDLE)
-- RANDOMLY FLIP HORIZONTALLY
if chance(50) then
entity_fh(me)
entity_switchSurfaceDirection(me)
end
end
function update(me, dt)
entity_findTarget(me, 690) -- Active range
v.attackTime = v.attackTime - dt
if v.attackTime <= 0 then v.attackTime = 0 end
-- MOVE ALONG SURFACE
if v.attackTime <= 0 then
if eisv(me, EV_CLAMPING, 0) then
entity_moveAlongSurface(me, dt, 32)
v.moveTimer = v.moveTimer - dt
if v.moveTimer <= 0 then
v.moveTimer = 3.2 + (math.random(432) * 0.01)
if chance(78) then entity_switchSurfaceDirection(me) end
end
end
end
entity_rotateToSurfaceNormal(me, 0.34)
-- SHOOT FOOLS
v.shotTimer = v.shotTimer - dt
if v.shotTimer <= 0 then
v.shotTimer = 2.1 + (math.random(210) * 0.01)
v.attackTime = 0.7
local meX, meY = bone_getWorldPosition(v.bone_core)
local nX, nY = entity_getNormal(me)
nX, nY = vector_setLength(nX, nY, 16)
spawnParticleEffect("GroundShockerShock", entity_x(me), entity_y(me))
createEntity("GroundShockerAttackL", "", entity_x(me) + nX, entity_y(me) + nY)
createEntity("GroundShockerAttackR", "", entity_x(me) + nX, entity_y(me) + nY)
entity_sound(me, "groundshocker-attack")
end
if v.shellOn == true then
-- PULL OFF SHELL
if entity_isBeingPulled(me) then
if v.pullTime > 0 then
v.pullTime = v.pullTime - dt
else
v.shellOn = false
bone_alpha(v.bone_shell, 0, 0.1)
entity_setProperty(me, EP_MOVABLE, false)
entity_setAllDamageTargets(me, true)
local meX, meY = bone_getWorldPosition(v.bone_core)
local nX, nY = entity_getNormal(me)
nX, nY = vector_setLength(nX, nY, 256)
local ent_shell = createEntity("GroundShockerShell", "", entity_x(me) + nX/4, entity_y(me) + nY/4)
entity_rotateToVec(ent_shell, nX, nY)
entity_moveTowards(ent_shell, entity_x(getNaija()), entity_y(getNaija()), 1, 1234)
end
else
v.pullTime = 1.11
end
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, getNaija())
if bone ~= 0 then
local nX, nY = entity_getPosition(getNaija())
local bX, bY = bone_getWorldPosition(bone)
nX = nX - bX
nY = nY - bY
nX, nY = vector_setLength(nX, nY, 600)
entity_addVel(getNaija(), nX, nY)
end
else
entity_handleShotCollisions(me)
entity_touchAvatarDamage(me, 42, 0.21, 321)
end
end
function enterState(me)
if entity_getState(me) == STATE_IDLE then
entity_animate(me, "idle", LOOP_INF)
bone_setSegs(v.bone_core, 4, 4, 0.6, 0.6, -0.022, 0, 4.8, 1)
v.moveTimer = v.mT + (math.random(432) * 0.01)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
if v.shellOn == true then
return false
else
return true
end
end
function hitSurface(me)
end
function dieNormal(me)
if chance(75) then
spawnIngredient("SpicyMeat", entity_x(me), entity_y(me))
end
end