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Aquaria/files/scripts/entities/toad.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
-- ================================================================================================
-- AGGRO HOPPER
-- ================================================================================================
-- specific
local STATE_JUMP = 1000
local STATE_TRANSITION = 1001
local STATE_JUMPPREP = 1002
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.moveTimer = 0
v.rotateOffset = 0
v.mouthOpen = 0
v.fireDelay = 2
local STATE_FIREPREP = 1003
local STATE_FIRE = 1004
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
--[[
function land(me)
entity_clampToSurface(me)
entity_rotateToSurfaceNormal(me, 0.1)
end
]]--
function init(me)
v.jumpDelay = 0+math.random(3)
setupBasicEntity(
me,
"", -- texture
8, -- health
2, -- manaballamount
2, -- exp
10, -- money
50, -- 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)
3000, -- updateCull -1: disabled, default: 4000
1
)
entity_initSkeletal(me, "Toad")
entity_setDeathParticleEffect(me, "TinyBlueExplode")
--land(me)
entity_clampToSurface(me)
entity_setState(me, STATE_IDLE)
v.mouthOpen = entity_getBoneByName(me, "Head-MouthOpen")
bone_alpha(v.mouthOpen, 0)
entity_setInternalOffset(me, 0, -20)
entity_setEatType(me, EAT_FILE, "BouncyBall")
entity_setDropChance(me, 0, 1)
esetv(me, EV_WALLOUT, 16)
--entity_setBounce(0)
end
function update(me, dt)
if entity_getState(me)==STATE_IDLE then
--entity_moveAlongSurface(me, dt, 0.5, 6, 16)
--entity_switchSurfaceDirection(me)
entity_rotateToSurfaceNormal(me, 0.1)
if not(entity_hasTarget(me)) then
entity_findTarget(me, 1200)
else
v.fireDelay = v.fireDelay - dt
if v.fireDelay < 0 then
v.fireDelay = math.random(2)+0.75
entity_setState(me, STATE_FIREPREP)
end
if entity_isTargetInRange(me, 600) then
v.jumpDelay = v.jumpDelay - dt
if entity_getHealth(me) < 3 then
v.jumpDelay = v.jumpDelay - dt*2
end
if v.jumpDelay < 0 then
v.jumpDelay = 3+math.random(2)
entity_setState(me, STATE_JUMPPREP)
end
end
end
elseif entity_getState(me)==STATE_JUMPPREP then
if not entity_isAnimating(me) then
entity_setState(me, STATE_JUMP)
end
elseif entity_getState(me)==STATE_JUMP then
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt*1.5)
elseif not(entity_getState(me)==STATE_TRANSITION) then
--entity_updateMovement(me, dt)
end
entity_handleShotCollisions(me)
if entity_hasTarget(me) then
entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 500)
end
end
function damage(me, attacker, bone, damageType, dmg)
if entity_isState(me, STATE_IDLE) and chance(20) then
entity_setState(me, STATE_JUMPPREP)
end
if damageType == DT_AVATAR_BITE then
entity_changeHealth(me, -999) -- -4
end
return true
end
--[[
function hitSurface(me)
if entity_getState(me)==STATE_JUMP then
entity_clampToSurface(me, 0.1) -- (0.1)
entity_moveAlongSurface(me, 0, 1, 6, 24)
entity_setState(me, STATE_IDLE)
end
end
]]--
v.bounces = 0
function hitSurface(me)
local cx, cy = getLastCollidePosition()
spawnParticleEffect("HitSurface", cx, cy)
if entity_getState(me)==STATE_JUMP then
--local nx, ny = getWallNormal(cx, cy)
--if ny < 0 then
if entity_checkSurface(me, 6, STATE_IDLE, -1) then
end
--[[
if entity_isNearObstruction(me, 4, OBSCHECK_DOWN) then
land(me)
entity_setState(me, STATE_IDLE)
else
v.bounces = v.bounces + 1
if v.bounces > 8 then
land(me)
entity_setState(me, STATE_IDLE)
end
end
]]--
end
end
v.weight = 600
function enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_setWeight(me, 0)
entity_animate(me, "idle", LOOP_INF)
entity_setMaxSpeed(me, v.weight)
entity_clearVel(me)
--entity_adjustPositionBySurfaceNormal(me, 16)
elseif entity_isState(me, STATE_TRANSITION) then
entity_rotateToSurfaceNormal(me, 0.1)
entity_setWeight(me, 0)
entity_clearVel(me)
elseif entity_getState(me)==STATE_JUMPPREP then
entity_animate(me, "jumpPrep")
elseif entity_getState(me)==STATE_JUMP then
v.bounces = 0
entity_setWeight(me, v.weight)
entity_animate(me, "jump")
v.rotateOffset = 0
--entity_applySurfaceNormalForce(me, 800)
local force = 1200
if entity_x(getNaija()) < entity_x(me) then
entity_addVel(me, -force, -force*0.75)
else
entity_addVel(me, force, -force*0.75)
end
entity_adjustPositionBySurfaceNormal(me, 64)
entity_rotate(me, 0, 1)
elseif entity_isState(me, STATE_FIREPREP) then
entity_animate(me, "idle", LOOP_INF)
bone_alpha(v.mouthOpen, 1, 0.1)
entity_setStateTime(me, 0.5)
elseif entity_isState(me, STATE_FIRE) then
local spd = 700
--local homing = 100
--local s = entity_fireAtTarget(me, "", 1, spd, 0, 0, 32)
local s = createShot("BouncyBall", me, entity_getTarget(me))
local vx = 0
local vy = 0
if chance(50) then
vx, vy = entity_getAimVector(me, -20, 1)
else
vx, vy = entity_getAimVector(me, 20, 1)
end
shot_setAimVector(s, vx, vy)
shot_setOut(s, 96)
--[[
shot_setNice(s, "Shots/BouncyBall", "BouncyBallTrail", "BouncyBallHit")
shot_setBounceType(s, BOUNCE_REAL)
shot_setVel(s, vx, vy)
]]--
entity_setStateTime(me, 0.5)
bone_alpha(v.mouthOpen, 0, 0.1)
end
end
function exitState(me)
if entity_getState(me)==STATE_TRANSITION then
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_FIREPREP) then
entity_setState(me, STATE_FIRE)
elseif entity_isState(me, STATE_FIRE) then
bone_alpha(v.mouthOpen, 0, 0.2)
entity_setState(me, STATE_IDLE)
end
end