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Aquaria/files/scripts/entities/_unused/altar.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.containedEntity = 0
v.naija = 0
v.button = 0
v.door = 0
v.sacrificed = false
function init(me)
entity_setEntityType(me, ET_NEUTRAL)
entity_initSkeletal(me, "Altar", "")
--entity_animate(me, "open")
entity_setEntityLayer(me, 0)
entity_setState(me, STATE_OPEN)
--entity_generateCollisionMask(me)
--entity_setPasses(me, 2)
v.naija = getNaija()
end
function postInit(me)
v.door = entity_getNearestEntity(me, "EnergyDoor")
if entity_isFlag(me, 1) then
entity_setState(v.door, STATE_OPENED)
end
end
function update(me, dt)
if v.button == 0 then
v.button = entity_getNearestEntity(me, "SacrificeButton")
end
if entity_isState(me, STATE_OPEN) and not entity_isAnimating(me) then
entity_setState(me, STATE_OPENED)
end
if entity_isState(me, STATE_CLOSE) and not entity_isAnimating(me) then
entity_setState(me, STATE_ON, 5)
end
if entity_isState(me, STATE_OFF) and not entity_isInterpolating(me) then
entity_setState(me, STATE_OPEN)
end
if entity_isState(me, STATE_ON) then
end
if v.containedEntity ~= 0 then
entity_setPosition(v.containedEntity, entity_x(me), entity_y(me))
end
if entity_isState(me, STATE_OPENED) then
if v.containedEntity == 0 then
local victim = entity_getNearestEntity(me, "SacrificeVictim")
if victim ~=0 then
--debugLog("victim!")
if entity_isEntityInRange(me, victim, 128) then
v.containedEntity = victim
entity_stopPull(v.containedEntity)
end
end
end
end
end
function enterState(me, state)
if entity_isState(me, STATE_OPEN) then
entity_setState(v.button, STATE_OPEN)
entity_animate(me, "open")
if v.sacrificed then
if v.door ~= 0 then
cam_toEntity(v.door)
entity_setState(v.door, STATE_OPEN)
watch(1.5)
cam_toEntity(getNaija())
end
v.sacrificed = false
end
elseif entity_isState(me, STATE_CLOSE) then
entity_animate(me, "close")
entity_setState(v.button, STATE_CLOSE)
elseif entity_isState(me, STATE_CLOSED) then
elseif entity_isState(me, STATE_ON) then
-- uncomment to catch naija
--[[
if v.containedEntity == 0 then
if entity_isEntityInRange(me, v.naija, 128) then
v.containedEntity = v.naija
end
end
]]--
entity_move(me, entity_x(me), entity_y(me)+2000, 4, 0, 0, 0, 1)
elseif entity_isState(me, STATE_OFF) then
entity_move(me, entity_x(me), entity_y(me)-2000, 4, 0, 0, 0, 1)
end
end
function exitState(me, state)
if entity_isState(me, STATE_CLOSE) then
--entity_setState(me, STATE_ON, 5)
elseif entity_isState(me, STATE_ON) then
if v.containedEntity ~= 0 and entity_isName(v.containedEntity, "SacrificeVictim") then
v.sacrificed = true
playSfx("HellBeast-Roar")
shakeCamera(5, 3)
entity_setFlag(me, 1)
entity_setState(me, STATE_DELAY, 4)
else
entity_setState(me, STATE_DELAY, 2)
end
if entity_getEntityType(v.containedEntity) ~= ET_AVATAR then
entity_setFlag(v.containedEntity, 1)
end
v.containedEntity = 0
elseif entity_isState(me, STATE_DELAY) then
entity_setState(me, STATE_OFF)
elseif entity_isState(me, STATE_OFF) then
--entity_setState(me, STATE_OPEN)
end
end