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Aquaria/files/scripts/entities/rotcore.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
local STATE_MOVING = 1001
v.n = 0
v.eyes = nil
v.eyeHits = nil
v.beams = nil
v.nut = 0
v.node = 0
v.door = 0
v.beamTimer = 0
v.addBeamIdx = -1
v.addBeamDelay = 0
v.vdir = 0
v.hdir = -1
v.hdirTimer = 6
v.movingSpawnTimer = 3
v.movingBeamTimer = 8
v.soundDelay = 0
v.rotSpeed = 40
local function clearBarriers()
if v.node ~= 0 then
-- do magic
node_setElementsInLayerActive(v.node, 2, false)
reconstructGrid()
end
end
function init(me)
v.eyes = {}
v.eyeHits = {}
v.beams = {}
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "RotCore")
--entity_setAllDamageTargets(me, false)
entity_generateCollisionMask(me)
entity_setHealth(me, 34) -- 26
for i=1,6 do
v.eyes[i] = entity_getBoneByIdx(me, i)
bone_rotate(v.eyes[i], bone_getRotation(v.eyes[i])+180, 2)
v.eyeHits[i] = 0
v.beams[i] = 0
end
entity_setState(me, STATE_IDLE)
entity_setCullRadius(me, 1024)
v.nut = entity_getBoneByName(me, "Nut")
--entity_rotate(me, 360, 3)
entity_offset(me, 0, 16, 3,-1,1,1)
bone_setSegs(entity_getBoneByName(me, "Body"), 2, 8, 0.3, 0.3, -0.018, 0, 6, 1)
bone_setSegs(entity_getBoneByName(me, "Tentacles"), 2, 8, 0.3, 0.3, -0.018, 0, 6, 1)
entity_setDeathScene(me, true)
entity_setBounce(me, 1)
entity_setBounceType(me, BOUNCE_REAL)
entity_setCollideRadius(me, 100)
entity_setUpdateCull(me, 3000)
entity_setDropChance(me, 100, 3)
--entity_setDamageTarget(me, DT_AVATAR_PET, false)
loadSound("rotcore-beam")
loadSound("rotcore-idle")
loadSound("rotcore-die")
loadSound("rotcore-birth")
loadSound("rotcore-hurt")
loadSound("rotcore-die2")
end
local function clearBeams()
for i=1,6 do
if v.beams[i]~=0 then
beam_delete(v.beams[i])
v.beams[i] = 0
end
v.eyeHits[i] = 0
bone_rotateOffset(v.eyes[i], 0, 0.5, 0, 0, 1)
end
v.addBeamIdx = -1
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
v.node = entity_getNearestNode(me, "CORERANGE")
v.door = getEntity("CathedralDoor")
if entity_isFlag(me, 1) then
clearBarriers()
entity_delete(me)
if v.door ~= 0 then
entity_msg(v.door, "DoorDownPre")
end
end
end
local function addEyeBeam(me, idx)
if v.beams[idx] == 0 then
local bx, by = bone_getWorldPosition(v.eyes[idx])
v.beams[idx] = createBeam(bx, by, bone_getWorldRotation(v.eyes[idx])-90)
beam_setTexture(v.beams[idx], "particles/Beam")
entity_sound(me, "rotcore-beam")
local c = 0
for i=1,6 do
if v.beams[i] ~= 0 then
c = c + 1
end
end
if c >= 6 then
v.beamTimer = 0
entity_setState(me, STATE_OPEN)
end
end
end
local function cueAddEyeBeam(me, idx)
v.eyeHits[idx] = 1000
if v.beams[idx] == 0 then
bone_rotateOffset(v.eyes[idx], 180, 0.5, 0, 0, 1)
if v.addBeamIdx ~= -1 and v.addBeamIdx ~= idx then
addEyeBeam(me, v.addBeamIdx)
end
v.addBeamIdx = idx
v.addBeamDelay = 0.5
v.beamTimer = 6
end
end
v.seen = false
function update(me, dt)
if v.addBeamDelay > 0 then
v.addBeamDelay = v.addBeamDelay - dt
if v.addBeamDelay < 0 then
v.addBeamDelay = 0
addEyeBeam(me, v.addBeamIdx)
v.addBeamIdx = -1
end
end
v.soundDelay = v.soundDelay - dt
if v.soundDelay <= 0 then
v.soundDelay = 0.6 + math.random(2) * 0.6
entity_sound(me, "rotcore-idle")
end
if entity_isEntityInRange(me, v.n, 900) then
overrideZoom(0.5, 0.2)
else
overrideZoom(0)
end
if not v.seen and entity_isEntityInRange(me, v.n, 800) then
emote(EMOTE_NAIJAUGH)
v.seen = true
end
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
local nx,ny = entity_getPosition(v.n)
local cx,cy = entity_getPosition(me)
local x = nx-cx
local y = 0
x,y = vector_setLength(x,y,2000)
entity_addVel(v.n, x, y)
entity_damage(v.n, me, 0.5)
end
if entity_isState(me, STATE_IDLE) then
if v.beamTimer > 0 then
v.beamTimer = v.beamTimer - dt
if v.beamTimer <= 0 then
clearBeams()
end
end
if entity_isEntityInRange(me, v.n, 1000) then
entity_setMaxSpeedLerp(me, 0.15, 0.1)
entity_moveTowardsTarget(me, dt, 400)
end
end
if entity_isState(me, STATE_MOVING) then
v.hdirTimer = v.hdirTimer - dt
if v.hdirTimer < 0 then
v.hdirTimer = math.random(2)+4
if v.hdir == -1 then
v.hdir = 1
else
v.hdir = -1
end
end
entity_setMaxSpeedLerp(me, 1, 0.1)
entity_rotate(me, entity_getRotation(me)+dt*v.rotSpeed*v.hdir)
if v.vdir == 0 then
entity_addVel(me, 0, -500*dt)
else
entity_addVel(me, 0, 500*dt)
end
entity_addVel(me, v.hdir*100*dt, 0)
v.movingSpawnTimer = v.movingSpawnTimer - dt
if v.movingSpawnTimer < 0 then
local bx, by = bone_getWorldPosition(v.nut)
for i=1,2 do
createEntity("RotBaby-Form1", "", bx, by+i*10)
playSfx("rotcore-birth")
end
v.movingSpawnTimer = math.random(4) + 8
end
v.movingBeamTimer = v.movingBeamTimer - dt
if v.movingBeamTimer < -100 then
if v.movingBeamTimer <= -100 - 4 then
clearBeams()
v.movingBeamTimer = math.random(2) + 4
end
elseif v.movingBeamTimer < 0 then
clearBeams()
cueAddEyeBeam(me, math.random(6))
v.movingBeamTimer = -100
end
end
entity_updateMovement(me, dt)
for i=1,6 do
if v.beams[i]~=0 then
bone = v.eyes[i]
beam_setAngle(v.beams[i], bone_getWorldRotation(bone)+90)
beam_setPosition(v.beams[i], bone_getWorldPosition(bone))
end
end
entity_clearTargetPoints(me)
if not entity_isState(me, STATE_OPEN) and not entity_isState(me, STATE_MOVING) then
for i=1,6 do
entity_addTargetPoint(me, bone_getWorldPosition(v.eyes[i]))
end
end
if entity_isState(me, STATE_OPEN) or entity_isState(me, STATE_MOVING) then
entity_addTargetPoint(me, bone_getWorldPosition(v.nut))
end
end
v.incut = false
function enterState(me)
if v.incut then return end
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_OPEN) then
entity_animate(me, "showNut")
entity_setStateTime(me, 8)
entity_clearVel(me)
elseif entity_isState(me, STATE_CLOSE) then
clearBeams()
entity_setStateTime(me, entity_animate(me, "hideNut"))
elseif entity_isState(me, STATE_DEATHSCENE) then
v.incut = true
clearBeams()
entity_setStateTime(me, 99)
entity_idle(getNaija())
entity_offset(me, -10, 0)
entity_offset(me, 10, 0, 0.03, -1, 1)
entity_scale(me, 1.5, 1.5, 4)
cam_toEntity(me)
shakeCamera(3, 5)
watch(1)
playSfx("rotcore-die2")
watch(2)
playSfx("rotcore-die")
fade2(1, 0.2, 1, 1, 1)
watch(0.2)
entity_heal(v.n, 1)
spawnParticleEffect("rotcore-die", entity_x(me), entity_y(me))
entity_scale(me, 3, 3, 0.5)
entity_alpha(me, 0, 0.5)
fade2(0, 1, 1, 1, 1)
watch(2)
entity_setStateTime(me, 0.01)
v.incut = false
elseif entity_isState(me, STATE_MOVING) then
clearBeams()
elseif entity_isState(me, STATE_DEAD) then
clearBarriers()
if v.door ~= 0 then
entity_msg(v.door, "DoorDown")
end
overrideZoom(0)
entity_setFlag(me, 1)
end
end
function exitState(me)
if entity_isState(me, STATE_OPEN) then
entity_setState(me, STATE_MOVING)
elseif entity_isState(me, STATE_CLOSE) then
local bx, by = bone_getWorldPosition(v.nut)
for i=1,6 do
createEntity("RotBaby-Form1", "", bx, by+i*10)
end
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
if bone_isName(bone,"Eye") or bone_isName(bone, "Nut") then
bone_damageFlash(bone)
end
if bone == v.nut then
playSfx("rotcore-hurt")
return true
end
if not entity_isState(me, STATE_OPEN) and not entity_isState(me, STATE_MOVING) then
local idx = bone_getIndex(bone)
if idx >= 1 and idx <= 6 then
-- is an eye!
v.eyeHits[idx] = v.eyeHits[idx] + dmg
if v.eyeHits[idx] >= 1 and v.eyeHits[idx] < 1000 then
cueAddEyeBeam(me, idx)
end
end
end
return false
end
function animationKey(me, key)
end
function hitSurface(me)
if entity_isState(me, STATE_MOVING) then
local nx, ny = getWallNormal(getLastCollidePosition())
if math.abs(ny) > 0.5 then
if v.vdir==0 then
v.vdir = 1
else
v.vdir = 0
end
end
end
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end