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Aquaria/game_scripts/scripts/entities/grabbyarm.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
-- ================================================================================================
-- G R A B B Y A R M (beta)
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.grabDelay = 0
v.n = 0
v.li = 0
v.grabbedEnt = 0
v.numGrabHits = 6
v.grabHits = v.numGrabHits
v.bone_front = 0
v.bone_back = 0
v.sz = 1.1
-- ================================================================================================
-- S T A T E S
-- ================================================================================================
local STATE_TRAP = 1001
local STATE_IN = 1002
local STATE_OUT = 1003
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"GrabbyArm/Front", -- texture
12, -- health
0, -- manaballamount
69, -- exp
69, -- money
54, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
2000 -- updateCull -1: disabled, default: 4000
)
entity_setCullRadius(me, 1024)
entity_initSkeletal(me, "GrabbyArm")
v.bone_front = entity_getBoneByName(me, "Front")
v.bone_back = entity_getBoneByName(me, "Back")
bone_setSegs(v.bone_front, 2, 8, 0.3, 0.3, -0.020, 0, 6, 1)
bone_setSegs(v.bone_back, 2, 8, 0.34, 0.34, -0.023, 0, 7, 1)
entity_setState(me, STATE_IDLE)
entity_setAllDamageTargets(me, false)
entity_setEntityLayer(me, -2)
entity_scale(me, v.sz, v.sz)
entity_setState(me, STATE_IN, -1, 1)
end
function postInit(me)
entity_animate(me, "idle", LOOP_INF)
v.n = getNaija()
v.li = getLi()
local node = entity_getNearestNode(me, "FLIP")
if node ~= 0 and node_isEntityIn(node, me) then
entity_fh(me)
end
entity_setInternalOffset(me, 0, 300)
end
function update(me, dt)
-- GRAB NAIJA AND LI WHEN NEAR
if entity_getState(me) == STATE_IDLE then
if v.grabDelay > 0 then v.grabDelay = v.grabDelay - dt
elseif v.grabDelay <= 0 then
v.grabDelay = 0
local grabRange = 74
if entity_isEntityInRange(me, v.n, grabRange) then
v.grabbedEnt = v.n
entity_setState(me, STATE_TRAP)
elseif v.li ~= 0 and entity_isEntityInRange(me, v.li, grabRange) then
v.grabbedEnt = v.li
entity_setState(me, STATE_TRAP)
end
end
elseif entity_isState(me, STATE_IN) then
if v.grabDelay > 0 then v.grabDelay = v.grabDelay - dt
elseif v.grabDelay <= 0 then
local grabRange = 128
if entity_isEntityInRange(me, v.n, grabRange) then
entity_setState(me, STATE_OUT)
end
end
elseif entity_getState(me) == STATE_TRAP then
if v.grabbedEnt ~= 0 then
-- HOLD GRABBED ENTITY
entity_setPosition(v.grabbedEnt, entity_x(me), entity_y(me), 0.06)
-- RELEASE GRABBED ENTITY WHEN HURT ENOUGH
if v.grabHits <= 0 then
v.grabHits = 0
v.grabbedEnt = 0
entity_setState(me, STATE_IN)
end
-- FREE UP WHEN GRABBED ENTITY IS DEAD
if entity_isDead(v.grabbedEnt) then
v.grabbedEnt = 0
entity_setState(me, STATE_IN)
end
end
-- Move down, pulling held entity towards a hazzard??
end
-- COLLISIONS
entity_handleShotCollisions(me)
end
function enterState(me)
if entity_getState(me) == STATE_IDLE then
v.grabHits = 0
entity_animate(me, "idle", LOOP_INF)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
elseif entity_getState(me) == STATE_TRAP then
v.grabHits = v.numGrabHits
entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
toggleLiCombat(true)
elseif entity_isState(me, STATE_IN) then
entity_setInternalOffset(me, 0, 300, 1, 0, 0)
bone_setRenderPass(v.bone_front, 0)
entity_setAllDamageTargets(me, false)
elseif entity_isState(me, STATE_OUT) then
entity_setAllDamageTargets(me, true)
local t = 0.3
entity_setInternalOffset(me, 0, 0, t, 0, 0)
entity_setStateTime(me, t)
bone_setRenderPass(v.bone_front, 3)
end
end
function exitState(me)
if entity_getState(me) == STATE_IDLE then
elseif entity_getState(me) == STATE_TRAP then
v.grabHits = 0
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
v.grabDelay = 3.5
entity_touchAvatarDamage(me, 64, 0, 321) -- Bump Naija out when released
elseif entity_isState(me, STATE_OUT) then
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg, x, y)
-- HURT TO RELEASE HELD ENTITY
if entity_isState(me, STATE_TRAP) then
v.grabHits = v.grabHits - dmg
bone_damageFlash(v.bone_front)
end
return false
end
function animationKey(me, key)
end