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Aquaria/game_scripts/scripts/entities/nauplius.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
-- ================================================================================================
-- N A U P L I U S
-- ================================================================================================
-- ================================================================================================
-- S T A T E S
-- ================================================================================================
local MOVE_STATE_UP = 0
local MOVE_STATE_DOWN = 1
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.blupTimer = 0
v.dirTimer = 0
v.blupTime = 3.0
v.fireDelay = 2
v.moveTimer = 0
v.maxShots = 3
v.lastShot = v.maxShots
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
v.sz = 1.0
v.dir = 0
v.moveState = 0
v.moveTimer = 0
v.velx = 0
v.soundDelay = 0
v.dir = ORIENT_UP
local function doIdleScale(me)
entity_scale(me, 1.0*v.sz, 0.80*v.sz, v.blupTime, -1, 1, 1)
end
function init(me)
setupBasicEntity(
me,
"nauplius", -- texture
4, -- health
2, -- manaballamount
2, -- exp
10, -- money
32, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, 0 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
4000, -- updateCull -1: disabled, default: 4000
1
)
entity_setEntityType(me, ET_ENEMY)
entity_setDeathParticleEffect(me, "PurpleExplode")
entity_setDropChance(me, 5)
entity_setEatType(me, EAT_FILE, "Jelly")
entity_initHair(me, 40, 5, 30, "nauplius-tentacles")
entity_scale(me, 0.75*v.sz, 1*v.sz)
doIdleScale(me)
entity_exertHairForce(me, 0, 400, 1)
entity_setState(me, STATE_IDLE)
end
function update(me, dt)
dt = dt * 1.5
if avatar_isBursting() or entity_getRiding(getNaija())~=0 then
local e = entity_getRiding(getNaija())
if entity_touchAvatarDamage(me, 32, 0, 400) then
if e~=0 then
local x,y = entity_getVectorToEntity(me, e)
x,y = vector_setLength(x, y, 500)
entity_addVel(e, x, y)
end
local len = 500
local x,y = entity_getVectorToEntity(getNaija(), me)
x,y = vector_setLength(x, y, len)
entity_push(me, x, y, 0.2, len, 0)
entity_sound(me, "JellyBlup", 800)
end
else
if entity_touchAvatarDamage(me, 32, 0, 1000) then
entity_sound(me, "JellyBlup", 800)
end
end
entity_handleShotCollisions(me)
v.sx,v.sy = entity_getScale(me)
-- Quick HACK to handle getting bumped out of the water. --achurch
if not entity_isUnderWater(me) then
v.moveState = MOVE_STATE_DOWN
v.moveTimer = 5 + math.random(200)/100.0 + math.random(3)
entity_setMaxSpeed(me, 500)
entity_setMaxSpeedLerp(me, 1, 0)
entity_addVel(me, 0, 500*dt)
entity_updateMovement(me, dt)
entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
entity_updateHair(me, dt)
return
elseif not entity_isState(me, STATE_PUSH) then
entity_setMaxSpeed(me, 50)
end
v.moveTimer = v.moveTimer - dt
if v.moveTimer < 0 then
if v.moveState == MOVE_STATE_DOWN then
v.moveState = MOVE_STATE_UP
v.fireDelay = 0.5
entity_setMaxSpeedLerp(me, 1.5, 0.2)
entity_scale(me, 0.80, 1, 1, 1, 1)
v.moveTimer = 3 + math.random(200)/100.0
entity_sound(me, "JellyBlup")
elseif v.moveState == MOVE_STATE_UP then
v.moveState = MOVE_STATE_DOWN
doIdleScale(me)
entity_setMaxSpeedLerp(me, 1, 1)
v.moveTimer = math.random(4) + math.random(200)/100.0
end
end
if v.moveState == MOVE_STATE_UP then
if v.dir == ORIENT_UP then
entity_addVel(me, 0, -4000*dt)
if isObstructed(entity_x(me), entity_y(me)-40) then
v.dir = ORIENT_DOWN
end
elseif v.dir == ORIENT_DOWN then
entity_addVel(me, 0, 4000*dt)
if isObstructed(entity_x(me), entity_y(me)+40) then
v.dir = ORIENT_UP
end
end
--entity_rotateToVel(me, 1)
if not(entity_hasTarget(me)) then
entity_findTarget(me, 1200)
else
if v.fireDelay > 0 then
v.fireDelay = v.fireDelay - dt
if v.fireDelay < 0 then
spawnParticleEffect("ArmaShot", entity_x(me), entity_y(me) - 80)
local s = createShot("Raspberry", me, entity_getTarget(me), entity_x(me), entity_y(me) - 20)
shot_setAimVector(s, entity_getNormal(me))
shot_setOut(s, 64)
if v.lastShot <= 1 then
v.fireDelay = 4
v.lastShot = v.maxShots
else
v.fireDelay = 0.5
v.lastShot = v.lastShot - 1
end
end
end
end
elseif v.moveState == MOVE_STATE_DOWN then
entity_addVel(me, 0, 50*dt)
--entity_rotateTo(me, 0, 3)
entity_exertHairForce(me, 0, 200, dt*0.6, -1)
end
entity_doEntityAvoidance(me, dt, 32, 1.0)
entity_doCollisionAvoidance(me, 1.0, 8, 1.0)
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt)
entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
entity_updateHair(me, dt)
end
function hitSurface(me)
end
function dieNormal(me)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_setMaxSpeed(me, 50)
elseif entity_isState(me, STATE_DEAD) then
end
end
function damage(me, attacker, bone, damageType, dmg)
if entity_isName(attacker, "Nauplius") then
return false
end
if damageType == DT_AVATAR_BITE then
entity_changeHealth(me, -dmg)
end
return true
end
function exitState(me)
end