mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-29 22:35:45 +00:00
292 lines
7.5 KiB
Lua
292 lines
7.5 KiB
Lua
|
-- 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
|
||
|
|
||
|
local STATE_START = 1000
|
||
|
local STATE_GRABATTACK = 1001
|
||
|
local STATE_HOLDING = 1002
|
||
|
local STATE_INHAND = 1003
|
||
|
local STATE_BEAM = 1004
|
||
|
|
||
|
v.bone_head = 0
|
||
|
v.bone_body = 0
|
||
|
v.grabPoint = 0
|
||
|
v.inHand = false
|
||
|
v.breakFreeTimer = 0
|
||
|
v.grabDelay = 3
|
||
|
v.hits = 200 * 1.3
|
||
|
|
||
|
v.grabRange = 0
|
||
|
|
||
|
v.shotDelay = 0
|
||
|
v.shotDelayTime = 0
|
||
|
|
||
|
v.prepDelay = 8
|
||
|
|
||
|
v.beam = 0
|
||
|
|
||
|
function init(me)
|
||
|
setupEntity(me)
|
||
|
entity_setEntityType(me, ET_ENEMY)
|
||
|
entity_initSkeletal(me, "CreatorForm2")
|
||
|
--entity_setAllDamageTargets(me, false)
|
||
|
|
||
|
entity_generateCollisionMask(me)
|
||
|
|
||
|
entity_setState(me, STATE_IDLE)
|
||
|
|
||
|
v.grabPoint = entity_getBoneByName(me, "Hand")
|
||
|
v.bone_head = entity_getBoneByName(me, "Head")
|
||
|
v.bone_body = entity_getBoneByName(me, "Body")
|
||
|
v.grabRange = entity_getBoneByName(me, "GrabRange")
|
||
|
|
||
|
entity_setMaxSpeed(me, 800)
|
||
|
|
||
|
entity_setDamageTarget(me, DT_ENEMY_BEAM, false)
|
||
|
|
||
|
entity_setCull(me, false)
|
||
|
|
||
|
playMusic("Worship2")
|
||
|
|
||
|
loadSound("creatorform2-shot")
|
||
|
|
||
|
entity_setDamageTarget(me, DT_AVATAR_PET, false)
|
||
|
end
|
||
|
|
||
|
function postInit(me)
|
||
|
v.n = getNaija()
|
||
|
entity_setTarget(me, v.n)
|
||
|
end
|
||
|
|
||
|
function update(me, dt)
|
||
|
--debugLog(string.format("hits %d", hits))
|
||
|
if entity_isState(me, STATE_TRANSITION) or entity_isState(me, STATE_WAIT) then
|
||
|
return
|
||
|
end
|
||
|
entity_doFriction(me, dt, 800)
|
||
|
entity_doCollisionAvoidance(me, dt, 15, 0.5)
|
||
|
entity_updateMovement(me, dt)
|
||
|
|
||
|
|
||
|
if v.grabDelay > 0 then
|
||
|
v.grabDelay = v.grabDelay - dt
|
||
|
if v.grabDelay < 0 then
|
||
|
v.grabDelay = 0
|
||
|
end
|
||
|
end
|
||
|
|
||
|
entity_handleShotCollisionsSkeletal(me)
|
||
|
local bone = entity_collideSkeletalVsCircle(me, v.n)
|
||
|
|
||
|
if bone ~= 0 then
|
||
|
if not v.inHand and v.grabDelay == 0 and bone == v.grabPoint then
|
||
|
v.inHand = true
|
||
|
avatar_fallOffWall()
|
||
|
end
|
||
|
if not v.inHand and avatar_isBursting() and bone == v.bone_body and entity_setBoneLock(v.n, me, bone) then
|
||
|
else
|
||
|
local bx, by = bone_getWorldPosition(bone)
|
||
|
local x, y = entity_getPosition(v.n)
|
||
|
bx = x - bx
|
||
|
by = y - by
|
||
|
bx, by = vector_setLength(bx, by, 800)
|
||
|
entity_addVel(v.n, bx, by)
|
||
|
end
|
||
|
if bone == v.grabPoint then
|
||
|
entity_damage(v.n, me, 0.5)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
if v.inHand then
|
||
|
entity_setPosition(v.n, bone_getWorldPosition(v.grabPoint))
|
||
|
entity_rotate(v.n, bone_getWorldRotation(v.grabPoint)-90)
|
||
|
|
||
|
if avatar_isRolling() then
|
||
|
v.breakFreeTimer = v.breakFreeTimer + dt
|
||
|
if v.breakFreeTimer > 2 then
|
||
|
v.inHand = false
|
||
|
v.breakFreeTimer = 0
|
||
|
v.grabDelay = 4
|
||
|
local x, y = entity_x(v.n), entity_y(v.n)
|
||
|
if isObstructed(x, y) then
|
||
|
-- Trapped in the floor! Warp out.
|
||
|
while y > 4500 and isObstructed(x, y) do
|
||
|
y = y-20
|
||
|
end
|
||
|
entity_setPosition(v.n, x, y)
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
if not v.inHand and math.abs(entity_x(me) - entity_x(v.n)) > 256 then
|
||
|
entity_flipToEntity(me, v.n)
|
||
|
end
|
||
|
|
||
|
entity_clearTargetPoints(me)
|
||
|
entity_addTargetPoint(me, bone_getWorldPosition(v.bone_head))
|
||
|
|
||
|
if entity_isState(me, STATE_IDLE) then
|
||
|
v.prepDelay = v.prepDelay - dt
|
||
|
if v.prepDelay < 0 then
|
||
|
local bx, by = bone_getWorldPosition(v.grabRange)
|
||
|
if (entity_getBoneLockEntity(v.n) == me) or (entity_isPositionInRange(v.n, bx, by, 512) and chance(30)) then
|
||
|
entity_setState(me, STATE_GRABATTACK)
|
||
|
else
|
||
|
if chance(50) then
|
||
|
entity_setState(me, STATE_PREP)
|
||
|
elseif chance(50) then
|
||
|
entity_setState(me, STATE_BEAM)
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
if entity_isState(me, STATE_ATTACK) then
|
||
|
v.shotDelay = v.shotDelay - dt
|
||
|
if v.shotDelay <= 0 then
|
||
|
local s = createShot("CreatorForm2", me, v.n, bone_getWorldPosition(v.bone_head))
|
||
|
v.shotDelayTime = v.shotDelayTime - 0.01
|
||
|
v.shotDelay = v.shotDelayTime
|
||
|
end
|
||
|
end
|
||
|
|
||
|
if entity_isState(me, STATE_BEAM) then
|
||
|
if v.beam ~= 0 then
|
||
|
if entity_isfh(me) then
|
||
|
beam_setAngle(v.beam, bone_getWorldRotation(v.bone_head)+90)
|
||
|
else
|
||
|
beam_setAngle(v.beam, bone_getWorldRotation(v.bone_head)-90)
|
||
|
end
|
||
|
beam_setPosition(v.beam, bone_getWorldPosition(v.bone_head))
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function enterState(me)
|
||
|
if entity_isState(me, STATE_IDLE) then
|
||
|
entity_animate(me, "start", -1)
|
||
|
elseif entity_isState(me, STATE_START) then
|
||
|
entity_setStateTime(me, entity_animate(me, "start", 2))
|
||
|
elseif entity_isState(me, STATE_TRANSITION) then
|
||
|
v.inHand = false
|
||
|
clearShots()
|
||
|
entity_setAllDamageTargets(me, false)
|
||
|
|
||
|
entity_idle(v.n)
|
||
|
disableInput()
|
||
|
entity_setInvincible(v.n, true)
|
||
|
cam_toEntity(me)
|
||
|
|
||
|
local node = entity_getNearestNode(me, "CENTER")
|
||
|
entity_setPosition(me, node_x(node), node_y(node), 3, 0, 0, 1)
|
||
|
|
||
|
local t = entity_animate(me, "die")
|
||
|
entity_setStateTime(me, t + 2)
|
||
|
|
||
|
local node = getNode("HASTYEXIT")
|
||
|
local door = node_getNearestEntity(node, "FinalDoor")
|
||
|
entity_setState(door, STATE_OPEN)
|
||
|
elseif entity_isState(me, STATE_PREP) then
|
||
|
entity_setStateTime(me, entity_animate(me, "prep"))
|
||
|
elseif entity_isState(me, STATE_ATTACK) then
|
||
|
entity_animate(me, "attack", -1)
|
||
|
entity_setStateTime(me, 6)
|
||
|
v.shotDelayTime = 1
|
||
|
elseif entity_isState(me, STATE_GRABATTACK) then
|
||
|
entity_setStateTime(me, entity_animate(me, "grabAttack"))
|
||
|
shakeCamera(10, 1)
|
||
|
avatar_fallOffWall()
|
||
|
elseif entity_isState(me, STATE_BEAM) then
|
||
|
entity_setStateTime(me, entity_animate(me, "beam"))
|
||
|
shakeCamera(10, 3)
|
||
|
avatar_fallOffWall()
|
||
|
v.beam = 0
|
||
|
voice("Laugh3")
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function exitState(me)
|
||
|
if entity_isState(me, STATE_START) then
|
||
|
entity_setState(me, STATE_IDLE)
|
||
|
elseif entity_isState(me, STATE_TRANSITION) then
|
||
|
local bx, by = bone_getWorldPosition(v.bone_head)
|
||
|
createEntity("CreatorForm4", "", bx, by)
|
||
|
entity_setState(me, STATE_WAIT, 2)
|
||
|
elseif entity_isState(me, STATE_WAIT) then
|
||
|
entity_delete(me)
|
||
|
enableInput()
|
||
|
entity_setInvincible(v.n, false)
|
||
|
cam_toEntity(v.n)
|
||
|
elseif entity_isState(me, STATE_PREP) then
|
||
|
entity_setState(me, STATE_ATTACK)
|
||
|
elseif entity_isState(me, STATE_ATTACK) or entity_isState(me, STATE_GRABATTACK) or entity_isState(me, STATE_BEAM) then
|
||
|
if v.beam ~= 0 then
|
||
|
beam_delete(v.beam)
|
||
|
v.beam = 0
|
||
|
end
|
||
|
v.prepDelay = math.random(3)+4
|
||
|
entity_setState(me, STATE_IDLE)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function damage(me, attacker, bone, damageType, dmg)
|
||
|
if bone == v.bone_head then
|
||
|
bone_damageFlash(bone)
|
||
|
v.hits = v.hits - dmg
|
||
|
if v.hits <= 0 then
|
||
|
entity_setState(me, STATE_TRANSITION)
|
||
|
end
|
||
|
return false
|
||
|
end
|
||
|
return false
|
||
|
end
|
||
|
|
||
|
function animationKey(me, key)
|
||
|
if entity_isState(me, STATE_IDLE) and (key == 2 or key == 3) then
|
||
|
entity_moveTowards(me, entity_x(v.n), entity_y(v.n), 1, 1000)
|
||
|
elseif entity_isState(me, STATE_BEAM) and key == 1 then
|
||
|
v.beam = createBeam()
|
||
|
beam_setTexture(v.beam, "particles/Beam")
|
||
|
beam_setDamage(v.beam, 3)
|
||
|
playSfx("PowerUp")
|
||
|
playSfx("FizzleBarrier")
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function hitSurface(me)
|
||
|
end
|
||
|
|
||
|
function songNote(me, note)
|
||
|
end
|
||
|
|
||
|
function songNoteDone(me, note)
|
||
|
end
|
||
|
|
||
|
function song(me, song)
|
||
|
end
|
||
|
|
||
|
function activate(me)
|
||
|
end
|
||
|
|