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Aquaria/files/scripts/entities/sunworm.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
-- entity specific
local STATE_SUCK = 1001
local STATE_BLOW = 1002
v.started = false
v.chaseDelay = 0
v.suckDelay = 0
v.full = false
v.wasUnderWater = false
v.outOfWaterSpeed = 1000
v.n = 0
v.door = 0
v.enter = 0
v.maxy = 0
v.biteDelay = 0
v.gruntDelay = 0
v.suckTime = 6 --3
v.blowTime = 4 --2
v.fireDelayTime = 0.9
v.fireDelay = 4
v.mainHealth = 280
v.rageHealth = 200
-- NOTE: rage health is not a separate bar, its just a marker of where rage starts
-- stuff.
--[[
v.mainHealth = 380
v.rageHealth = 200
]]--
v.waterLevelMin = 0
v.waterLevelMax = 0
v.a = 0
v.rage = false
function init(me)
--140
setupBasicEntity(me,
"", -- texture
v.mainHealth, -- health
1, -- manaballamount
2, -- exp
1, -- money
32, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
256, -- sprite width
256, -- sprite height
0, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
5000 -- updateCull -1: disabled, default: 4000
)
entity_flipVertical(me) -- fix the head orientation
if entity_isFlag(me, 0) then
entity_initSegments(me,
5, -- num segments
32, -- minDist
64, -- maxDist
"SunWorm/Body1", -- body tex
"SunWorm/Body5", -- tail tex
256, -- width
256, -- height
0, -- taper
0 -- reverse segment direction
)
entity_setSegmentTexture(me, 1, "SunWorm/Body2")
entity_setSegmentTexture(me, 2, "SunWorm/Body3")
entity_setSegmentTexture(me, 3, "SunWorm/Body4")
entity_initSkeletal(me, "SunWorm")
entity_animate(me, "idle", LOOP_INF)
end
entity_setCanLeaveWater(me, true)
v.wasUnderWater = entity_isUnderWater(me)
entity_setTargetRange(me, 1024)
entity_setDeathScene(me, true)
loadSound("waterlevelchange")
loadSound("sunworm-bite")
loadSound("sunworm-grunt")
loadSound("sunworm-roar")
loadSound("BossDieSmall")
loadSound("BossDieBig")
loadSound("hellbeast-shot-skull")
--entity_flipVertical(me)
esetv(me, EV_WEBSLOW, 80)
end
function postInit(me)
v.n = getNaija()
v.enter = getNode("NAIJAENTER")
v.door = entity_getNearestEntity(me, "EnergyDoor")
entity_setState(v.door, STATE_OPENED)
if not entity_isFlag(me, 0) then
entity_alpha(me, 0)
entity_delete(me)
else
--setCanWarp(false)
end
local node = getNode("SUNWORMMAX")
v.maxy = node_y(node)
v.waterLevelMin = getNode("sunwormwaterlevelmin")
v.waterLevelMax = getNode("sunwormwaterlevelmax")
if entity_isFlag(me, 1) then
setControlHint(getStringBank(41), 0, 0, 0, 10, "", SONG_SUNFORM)
voice("Naija_Song_SunForm")
entity_setFlag(me, 2)
end
end
function update(me, dt)
local odt = dt
if v.rage then
dt = dt * 1.3
end
if v.started then
if entity_isUnderWater(me) ~= v.wasUnderWater and not entity_isState(me, STATE_SUCK) then
v.wasUnderWater = entity_isUnderWater(me)
spawnParticleEffect("Splash", entity_x(me), entity_y(me))
if not entity_isUnderWater(me) then
--//entity_setMaxSpeed(me, v.outOfWaterSpeed)
entity_setMaxSpeedLerp(me, 2, 0.1)
entity_addVel(me, 0, -800)
else
entity_setMaxSpeedLerp(me, 1, 0.8)
end
end
entity_handleShotCollisions(me)
if entity_hasTarget(me) then
if entity_isTargetInRange(me, 138) then
if avatar_isOnWall() then
shakeCamera(2, 2)
avatar_fallOffWall()
end
end
if entity_isTargetInRange(me, 96) then
entity_hurtTarget(me, 1)
entity_pushTarget(me, 400)
avatar_fallOffWall()
end
end
if v.chaseDelay > 0 then
v.chaseDelay = v.chaseDelay - dt
if v.chaseDelay < 0 then
v.chaseDelay = 0
end
end
end
if entity_isState(me, STATE_IDLE) then
v.biteDelay = v.biteDelay + dt
if v.biteDelay > 0.6 then
local dist = entity_getDistanceToEntity(me, v.n)
dist = 1 - (dist / 1024)
if dist < 0.01 then dist = 0.01 end
if dist > 1 then dist = 1 end
playSfx("sunworm-bite", 0, dist)
v.biteDelay = 0
end
v.gruntDelay = v.gruntDelay + dt
if v.gruntDelay > 2 then
local dist = entity_getDistanceToEntity(me, v.n)
dist = 1 - (dist / 1024)
if dist < 0.01 then dist = 0.01 end
if dist > 1 then dist = 1 end
playSfx("sunworm-grunt", 0, dist)
spawnParticleEffect("bubble-release", entity_x(me), entity_y(me))
v.gruntDelay = 0
end
end
if entity_getState(me)==STATE_IDLE or entity_isState(me, STATE_BLOW) then
if not v.started then
if not entity_hasTarget(me) then
--entity_findTarget(me, 2000)
--if not v.started then
if node_isEntityIn(v.enter, v.n) then
v.started = true
playSfx("sunworm-roar")
shakeCamera(10, 2)
entity_setTarget(me, v.n)
entity_setState(v.door, STATE_CLOSE)
playMusic("bigboss")
emote(EMOTE_NAIJAUGH)
end
end
else
overrideZoom(0.3, 1)
--if v.chaseDelay==0 then
if not entity_isUnderWater(me) then
entity_setMaxSpeed(me, v.outOfWaterSpeed)
entity_addVel(me, -2000*dt)
end
if entity_isUnderWater(me) then
if entity_isState(me, STATE_IDLE) then
entity_setMaxSpeed(me, 400)
entity_moveTowardsTarget(me, dt, 1000)
--[[
if not entity_isTargetInRange(me, 512) then
entity_moveTowardsTarget(me, dt, 1000)
elseif not entity_isTargetInRange(me, 128) then
if entity_x(entity_getTarget(me)) > entity_x(me) then
entity_addVel(me, 1000*dt, 0)
else
entity_addVel(me, -1000*dt, 0)
end
end
]]--
--[[
if entity_isTargetInRange(me, 1000) then
entity_setMaxSpeed(me, 380)
entity_moveTowardsTarget(me, dt, 1000)
else
entity_setMaxSpeed(me, 200)
end
]]--
end
entity_doEntityAvoidance(me, dt, 200, 0.1)
if entity_getHealth(me) < 4 then
entity_doSpellAvoidance(me, dt, 64, 0.5);
end
end
--entity_moveTowardsTarget(me, dt, 100)
--end
end
end
if entity_isUnderWater(me) then
entity_doCollisionAvoidance(me, dt, 5, 1)
else
entity_doCollisionAvoidance(me, dt, 20, 0.2)
end
entity_updateMovement(me, dt)
entity_rotateToVel(me, 0.1)
if v.started then
if v.rage then
local mult = 1
if entity_getHealth(me) < 75 then
mult = 1.5
elseif entity_getHealth(me) < 50 then
mult = 2.0
elseif entity_getHealth(me) < 35 then
mult = 10
elseif entity_getHealth(me) < 20 then
mult = 20
end
v.fireDelay = v.fireDelay - dt * mult
if v.fireDelay < 0 then
v.fireDelay = 0
v.fireDelay = v.fireDelayTime
local s = createShot("sunworm", me, v.n)
shot_setAimVector(s, math.sin(v.a), math.cos(v.a))
v.a = v.a + 3.14*0.25
end
end
if entity_isState(me, STATE_SUCK) then
if not entity_isUnderWater(me) then
--entity_setState(me, STATE_IDLE)
entity_setPosition(me, entity_x(me), getWaterLevel() + entity_getCollideRadius(me) + 1)
entity_addVel(me, 0, 10)
else
setWaterLevel(getWaterLevel() + 100*dt)
if (entity_y(me) - entity_getCollideRadius(me) < getWaterLevel()) then
entity_setPosition(me, entity_x(me), getWaterLevel() + entity_getCollideRadius(me) + 1)
entity_addVel(me, 0, 10)
end
if getWaterLevel() > node_y(v.waterLevelMax) then
setWaterLevel(node_y(v.waterLevelMax))
end
entity_pullEntities(me, entity_x(me), entity_y(me), 2000, 1600, odt) -- 1700
end
end
if entity_isState(me, STATE_BLOW) then
if not entity_isUnderWater(me) then
entity_setPosition(me, entity_x(me), getWaterLevel()+2)
entity_addVel(me, 0, 10)
end
setWaterLevel(getWaterLevel() - 120*dt)
if getWaterLevel() < node_y(v.waterLevelMin) then
setWaterLevel(node_y(v.waterLevelMin))
end
entity_pullEntities(me, entity_x(me), entity_y(me), 2000, -1600, odt) -- 1700
end
if not entity_isUnderWater(me) then
else
if entity_isState(me, STATE_IDLE) and not v.full and entity_isUnderWater(me) then
v.suckDelay = v.suckDelay + dt
if v.suckDelay > 8 then
v.suckDelay = 0
entity_setState(me, STATE_SUCK, v.suckTime)
end
end
end
if v.full then
v.suckDelay = v.suckDelay + dt
if v.suckDelay > 10 then
if entity_isUnderWater(me) then
v.suckDelay = 0
entity_setState(me, STATE_BLOW, v.blowTime)
end
end
end
end
if entity_y(me) < v.maxy then
entity_setPosition(me, entity_x(me), v.maxy)
local vx = entity_velx(me)
local vy = entity_vely(me)
if vy < 0 then
vy = -vy
end
entity_clearVel(me)
entity_addVel(me, vx, vy)
end
end
v.inCutScene = false
function enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_setCanLeaveWater(me, true)
entity_animate(me, "idle", LOOP_INF)
elseif entity_isState(me, STATE_BLOW) then
playSfx("waterlevelchange")
entity_animate(me, "blow", LOOP_INF)
avatar_fallOffWall()
elseif entity_isState(me, STATE_SUCK) then
entity_setCanLeaveWater(me, false)
playSfx("waterlevelchange")
entity_animate(me, "suck", LOOP_INF)
avatar_fallOffWall()
elseif entity_isState(me, STATE_DEATHSCENE) then
if not v.inCutScene then
v.inCutScene = true
entity_setStateTime(me, 99)
entity_offset(me, -10, 0)
entity_offset(me, 10, 0, 0.01, -1, 1)
shakeCamera(20, 5)
cam_toEntity(me)
for i=1,5 do
playSfx("BossDieSmall")
fade(1, 0.2, 1, 1, 1)
watch(0.2)
fade(0, 0.2, 1, 1, 1)
watch(0.2)
end
playSfx("sunworm-roar")
watch(0.7)
playSfx("BossDieSmall")
fade(1, 0.2, 1, 1, 1)
watch(0.2)
fade(0, 0.5, 1, 1, 1)
watch(0.5)
playSfx("BossDieBig")
playSfx("sunworm-roar")
entity_offset(me, -20, 0)
entity_offset(me, 20, 0, 0.01, -1, 1)
fade(1, 1, 1, 1, 1)
watch(1.2)
entity_alpha(me, 0, 1)
entity_setPosition(me, 0, 0)
fade(0, 0.5, 1, 1, 1)
setSceneColor(1, 1, 1, 3)
cam_toEntity(getNaija())
fadeOutMusic(8)
if not isForm(FORM_NORMAL) then
changeForm(FORM_NORMAL)
end
entity_setState(v.door, STATE_OPEN)
-- this'll get set by SUNWORMCAVEBRAIN:
--setWaterLevel(node_y(getNode("ENDWATERLEVEL")), 3)
setFlag(FLAG_BOSS_SUNWORM, 1)
entity_setFlag(me, 1)
entity_idle(v.n)
watch(2)
pickupGem("Boss-SunWorm")
entity_idle(v.n)
overrideZoom(1, 3)
watch(3)
emote(EMOTE_NAIJAUGH)
entity_animate(v.n, "agony", -1)
watch(3)
fade2(1, 1, 1, 1, 1)
watch(1)
entity_setFlag(me, 1)
loadMap("SunVision")
--[[
showImage("Visions/Veil/00")
voice("Naija_Vision_SunTemple")
watchForVoice()
hideImage()
learnSong(SONG_SUNFORM)
watch(1)
entity_idle(v.n)
changeForm(FORM_SUN)
voice("Naija_Song_SunForm")
v.inCutScene = true
]]--
v.inCutScene = false
end
end
end
function exitState(me)
if entity_isState(me, STATE_SUCK) then
v.full = true
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_BLOW) then
v.full = false
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
if v.started and entity_getHealth(me) < v.rageHealth and not v.rage then
v.rage = true
--entity_setColor(me, 1, 0.5, 0.6, 1)
playSfx("sunworm-roar")
shakeCamera(10, 3)
fade2(1, 0, 1, 1, 1)
fade2(0, 1, 1, 1, 1)
setSceneColor(1, 0.6, 0.7, 4)
playMusic("sunworm")
local node = getNode("boss2ndwaterlevel")
setWaterLevel(node_y(node), 0.1)
end
if damageType == DT_AVATAR_VINE then
entity_changeHealth(me, -0.5)
end
if v.rage == true and damageType == DT_AVATAR_LIZAP then
return false
end
return v.started
end
function hitSurface(me)
end