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Aquaria/files/scripts/entities/plasmaworm.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
-- ================================================================================================
-- EEL
-- ================================================================================================
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
v.dir = 0
v.switchDirDelay = 0
v.wiggleTime = 0
v.wiggleDir = 1
v.interestTimer = 0
v.colorRevertTimer = 0
v.collisionSegs = 64
v.avoidLerp = 0
v.avoidDir = 1
v.interest = false
v.glow = nil
v.segs = 64
v.glowSegInt = 4
v.glowSegs = v.segs/v.glowSegInt
local function setNormalGlow()
for i=1,v.glowSegs do
quad_color(v.glow[i], 0.6, 0.6, 0.9)
quad_color(v.glow[i], 1, 1, 1, 2, -1, 1, 1)
end
end
-- initializes the entity
function init(me)
v.glow = {}
-- oldhealth : 40
setupBasicEntity(
me,
"Plasmaworm/Tentacles", -- texture
9, -- health
1, -- manaballamount
1, -- exp
1, -- money
32, -- 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)
3000, -- updateCull -1: disabled, default: 4000
1
)
--entity_setEntityLayer(me, 2)
entity_setDropChance(me, 50)
v.lungeDelay = 1.0 -- prevent the nautilus from attacking right away
entity_initHair(me, v.segs, 16, 64, "Plasmaworm/Body")
--[[
entity_initSegments(
25, -- num segments
2, -- minDist
12, -- maxDist
"wurm-body", -- body tex
"wurm-tail", -- tail tex
128, -- width
128, -- height
0.01, -- taper
0 -- reverse segment direction
)
]]--
if chance(50) then
v.dir = 0
else
v.dir = 1
end
if chance(50) then
v.interest = true
end
v.switchDirDelay = math.random(800)/100.0
v.naija = getNaija()
entity_addVel(me, math.random(1000)-500, math.random(1000)-500)
entity_setDeathParticleEffect(me, "Explode")
entity_setDamageTarget(me, DT_ENEMY_TRAP, false)
--entity_fv(me)
entity_setSegs(me, 8, 2, 0.1, 0.9, 0, -0.03, 8, 0)
for i=1,v.glowSegs do
v.glow[i] = createQuad("Naija/LightFormGlow", 13)
quad_scale(v.glow[i], 3, 3)
quad_scale(v.glow[i], 4, 4, 0.5, -1, 1, 1)
quad_alpha(v.glow[i], 0.4)
end
setNormalGlow()
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
end
v.spin = 0
-- the entity's main update function
function update(me, dt)
entity_rotateToVel(me)
if v.colorRevertTimer > 0 then
v.colorRevertTimer = v.colorRevertTimer - dt
if v.colorRevertTimer < 0 then
entity_setColor(me, 1, 1, 1, 3)
setNormalGlow()
end
end
v.spin = v.spin - dt
if v.spin > 5 then
-- do something cool!
msg("SPUN!")
v.spin = 0
end
-- in idle state only
if entity_getState(me)==STATE_IDLE then
-- count down the v.lungeDelay timer to 0
if v.lungeDelay > 0 then v.lungeDelay = v.lungeDelay - dt if v.lungeDelay < 0 then v.lungeDelay = 0 end end
-- if we don't have a target, find one
if not entity_hasTarget(me) then
entity_findTarget(me, 1000)
else
v.wiggleTime = v.wiggleTime + (dt*200)*v.wiggleDir
if v.wiggleTime > 1000 then
v.wiggleDir = -1
elseif v.wiggleTime < 0 then
v.wiggleDir = 1
end
v.interestTimer = v.interestTimer - dt
if v.interestTimer < 0 then
if v.interest then
v.interest = false
else
v.interest = true
entity_addVel(me, math.random(1000)-500, math.random(1000)-500)
end
v.interestTimer = math.random(400.0)/100.0 + 2.0
end
if v.interest then
if entity_isNearObstruction(getNaija(), 8) then
v.interest = false
else
if entity_isTargetInRange(me, 1600) then
if entity_isTargetInRange(me, 100) then
entity_moveTowardsTarget(me, dt, -500) -- if we're too close, move away
elseif not entity_isTargetInRange(me, 300) then
entity_moveTowardsTarget(me, dt, 1000) -- move in if we're too far away
end
entity_moveAroundTarget(me, dt, 1000+v.wiggleTime, v.dir)
end
end
else
if entity_isTargetInRange(me, 1600) then
entity_moveTowardsTarget(me, dt, -100) -- if we're too close, move away
end
end
--[[
v.switchDirDelay = v.switchDirDelay - dt
if v.switchDirDelay < 0 then
v.switchDirDelay = math.random(800)/100.0
if v.dir == 0 then
v.dir = 1
else
v.dir = 0
end
end
]]--
--[[
-- 40% of the time when we're in range and not delaying, launch an attack
if entity_isTargetInRange(me, 300) then
if math.random(100) < 40 and v.lungeDelay == 0 then
entity_setState(me, STATE_ATTACKPREP, 0.5)
end
end
]]--
v.avoidLerp = v.avoidLerp + dt*v.avoidDir
if v.avoidLerp >= 1 or v.avoidLerp <= 0 then
v.avoidLerp = 0
if v.avoidDir == -1 then
v.avoidDir = 1
else
v.avoidDir = -1
end
end
-- avoid other things nearby
entity_doEntityAvoidance(me, dt, 32, 0.1)
-- entity_doSpellAvoidance(dt, 200, 1.5);
entity_doCollisionAvoidance(me, dt, 10, 0.1)
entity_doCollisionAvoidance(me, dt, 6, 1.0)
end
end
entity_updateMovement(me, dt)
entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
entity_updateHair(me, dt)
for i=0,v.glowSegs-1 do
local x, y = entity_getHairPosition(me, i*v.glowSegInt)
--debugLog(string.format("hair(%d, %d)", x, y))
quad_setPosition(v.glow[i+1], x, y)
end
entity_handleShotCollisionsHair(me, v.collisionSegs)
--entity_handleShotCollisions(me)
if entity_collideHairVsCircle(me, v.naija, v.collisionSegs, 0.5) then
entity_touchAvatarDamage(me, 0, 0, 500)
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_setMaxSpeed(me, 400)
elseif entity_isState(me, STATE_DEAD) then
for i=1,v.glowSegs do
quad_delete(v.glow[i], 0.5)
end
end
end
function exitState(me)
end
function hitSurface(me)
end
function damage(me, attacker, bone, damageType, dmg)
entity_setMaxSpeed(me, 600)
return true
end
v.lastNote = 0
function songNote(me, note)
if getForm()~=FORM_NORMAL then
return
end
if note ~= v.lastNote then
v.spin = v.spin + 0.1
end
v.lastNote = note
v.interest = true
local r,g,b = getNoteColor(note)
entity_setColor(me, r,g,b,1)
v.colorRevertTimer = 10
r = r * 0.5 + 0.5
g = g * 0.5 + 0.5
b = b * 0.5 + 0.5
for i=1,v.glowSegs do
quad_color(v.glow[i], r, g, b)
quad_color(v.glow[i], 1, 1, 1, 2, -1, 1, 1)
end
--entity_setColor(me, 1,1,1,10)
end