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Aquaria/game_scripts/scripts/entities/sunkenmom.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
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