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Aquaria/files/scripts/entities/creatorform4.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
-- ================================================================================================
-- C R E A T O R , F O R M 4 (beta)
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.n = 0
v.bone_body = 0
v.bone_darkLi = 0
v.hits1 = 4
v.hits2 = 2
v.lureNode = 1
v.lastNodeNum = 0
v.hideCount = v.hits1
v.maxSpeed = 505
v.chaseRange = 690
v.attackRange = 489
v.waitToAttack = 0
v.hitNaija = 0
-- ================================================================================================
-- S T A T E S
-- ================================================================================================
local STATE_TRAP = 1000
local STATE_PAIN = 1001
local STATE_ATTACK = 1002
local STATE_LUREWAIT = 1003
local STATE_INTRO = 1004
local STATE_CHASE = 1005
local STATE_CREEP = 1006
-- ================================================================================================
-- P H A S E S
-- ================================================================================================
v.phase = 0
local PHASE_LURE = 0
local PHASE_HIDE = 1
local PHASE_FINAL = 2
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "CreatorForm4")
v.bone_body = entity_getBoneByName(me, "Body")
v.bone_darkLi = entity_getBoneByName(me, "DarkLi")
v.bone_leftHand = entity_getBoneByName(me, "LeftHand")
v.bone_rightHand = entity_getBoneByName(me, "RightHand")
v.bone_leftLeg1 = entity_getBoneByName(me, "LeftLowerLeg1")
v.bone_leftLeg2 = entity_getBoneByName(me, "LeftLowerLeg2")
v.bone_rightLeg1 = entity_getBoneByName(me, "RightLowerLeg1")
v.bone_rightLeg2 = entity_getBoneByName(me, "RightLowerLeg2")
entity_generateCollisionMask(me)
entity_setAllDamageTargets(me, true)
entity_setBeautyFlip(me, false)
esetv(me, EV_FLIPTOPATH, 0)
entity_setCullRadius(me, 700)
loadSound("CreatorForm4-Hit1")
loadSound("CreatorForm4-Hit2")
loadSound("CreatorForm4-Die")
loadSound("creatorform4-bite")
esetv(me, EV_MINIMAP, 1)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
end
function postInit(me)
entity_setState(me, STATE_INTRO)
v.n = getNaija()
entity_setTarget(me, v.n)
playSfx("CreatorForm4-Die")
fadeOutMusic(6)
end
function update(me, dt)
overrideZoom(0.60)
entity_updateMovement(me, dt)
if entity_isState(me, STATE_IDLE) then
entity_setState(me, STATE_MOVE)
end
if entity_isState(me, STATE_MOVE) then
entity_setAnimLayerTimeMult(me, 0, 1.89)
end
if entity_isState(me, STATE_MOVE) and not entity_isFollowingPath(me) then
entity_setStateTime(me, 0.1)
end
if entity_isState(me, STATE_LUREWAIT) then
entity_rotateToEntity(me, v.n, 0.1)
if entity_isEntityInRange(me, v.n, 543) then
entity_setState(me, STATE_MOVE)
end
end
-- WAITING FOR NAIJA AT A NODE
if entity_isState(me, STATE_TRAP) then
-- FACE NAIJA
if entity_isEntityInRange(me, v.n, 1234) then
entity_rotateToEntity(me, v.n, 0.23)
end
-- ATTAAAACK
if entity_isEntityInRange(me, v.n, 543) and v.waitToAttack == 1 then
entity_setState(me, STATE_ATTACK)
end
if entity_isEntityInRange(me, v.n, v.attackRange) then
entity_setState(me, STATE_ATTACK)
-- CHASE
elseif entity_isEntityInRange(me, v.n, v.chaseRange) and v.waitToAttack == 0 then
entity_setState(me, STATE_CHASE)
end
end
if entity_isState(me, STATE_ATTACK) then
entity_rotateToEntity(me, v.n, 1)
end
if entity_isState(me, STATE_CHASE) then
if entity_isEntityInRange(me, v.n, 210) then
entity_setState(me, STATE_TRAP)
end
--overrideZoom(0.67)
entity_setAnimLayerTimeMult(me, 0, 0.72)
entity_moveTowards(me, entity_x(v.n), entity_y(v.n), dt, 432)
entity_rotateToEntity(me, v.n, 0.21)
elseif entity_isState(me, STATE_CREEP) then
entity_setAnimLayerTimeMult(me, 0, 0.64)
entity_moveTowards(me, entity_x(v.n), entity_y(v.n), dt, 323)
entity_rotateToEntity(me, v.n, 0.34)
else
if entity_getVelLen(me) <= 234 then
entity_clearVel(me)
entity_setMaxSpeed(me, 0)
end
end
-- AVOID WALLS
entity_doCollisionAvoidance(me, dt, 8, 0.32)
local vecX, vecY = entity_getPosition(me)
local wallX, wallY = getWallNormal(entity_x(me), entity_y(me), 12)
if wallX ~= 0 or wallY ~= 0 then
vecX = vecX + wallX*256
vecY = vecY + wallY*256
entity_moveTowards(me, vecX, vecY, dt, 248)
end
entity_doFriction(me, dt, 234)
-- COLLISIONS
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
-- BITE NAIJA
if entity_isState(me, STATE_ATTACK) then
entity_touchAvatarDamage(me, 0, 1, 800)
v.hitNaija = 1
--BUMP NAIJA
else
entity_touchAvatarDamage(me, 0, 0.1, 321)
end
end
if not entity_isState(me, STATE_INTRO) then
local r = entity_getDistanceToEntity(me, v.n)
if r < 800 then
musicVolume(1, 0.1)
else
r = 1 - ((r-800) / 1024)
if r < 0.3 then
r = 0.3
end
if r > 1 then
r = 1
end
musicVolume(r)
end
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", LOOP_INF)
entity_setAnimLayerTimeMult(me, 0, 1)
elseif entity_isState(me, STATE_MOVE) then
shakeCamera(3.4, 2.3)
entity_animate(me, "crawl", LOOP_INF)
local node = 0
local nodeName = ""
-- MOVING BETWEEN NODES w/ PATHFINDING
if v.phase == PHASE_LURE then
nodeName = string.format("L%d", v.lureNode)
elseif v.phase == PHASE_HIDE then
local rnd = math.random(9)
while rnd == v.lastNodeNum do -- While loops are scary
rnd = math.random(9)
end
nodeName = string.format("W%d", rnd)
v.lastNodeNum = rnd
elseif v.phase == PHASE_FINAL then
nodeName = "WFINAL"
local door
node = getNode("LIDOOR")
door = node_getNearestEntity(node, "FinalDoor")
entity_setState(door, STATE_OPENED, -1, 1)
node = getNode("LIDOOR2")
door = node_getNearestEntity(node, "FinalDoor")
entity_setState(door, STATE_OPENED, -1, 1)
playSfx("TentacleDoor")
playSfx("CreatorForm4-hit1")
end
node = entity_getNearestNode(me, nodeName)
entity_swimToNode(me, node, SPEED_FAST2)
elseif entity_isState(me, STATE_TRAP) then
entity_setMaxSpeed(me, v.maxSpeed/8)
entity_animate(me, "idle", LOOP_INF)
elseif entity_isState(me, STATE_ATTACK) then
entity_setStateTime(me, entity_animate(me, "attack"))
v.waitToAttack = 0
v.hitNaija = 0
elseif entity_isState(me, STATE_CHASE) then
entity_setMaxSpeed(me, v.maxSpeed)
local stateTime = 1.56
shakeCamera(2.3, stateTime)
entity_animate(me, "crawl", LOOP_INF)
entity_setStateTime(me, stateTime)
elseif entity_isState(me, STATE_CREEP) then
entity_setMaxSpeed(me, v.maxSpeed/2)
local stateTime = 1.2
shakeCamera(2.1, stateTime)
entity_animate(me, "crawl", LOOP_INF)
entity_setStateTime(me, stateTime)
elseif entity_isState(me, STATE_PAIN) then
if chance(50) then
playSfx("CreatorForm4-Hit1")
else
playSfx("CreatorForm4-Hit2")
end
entity_setStateTime(me, entity_animate(me, "pain"))
elseif entity_isState(me, STATE_TRANSITION) then
playSfx("CreatorForm4-Die")
local lastNode = getNode("WFINAL")
entity_stopInterpolating()
entity_setPosition(me, node_x(lastNode), node_y(lastNode))
entity_setPosition(me, node_x(lastNode), node_y(lastNode), 1)
entity_animate(me, "idle", LOOP_INF)
entity_rotate(me, 0, 1,0,0,1)
entity_setStateTime(me, 1)
entity_idle(v.n)
disableInput()
cam_toEntity(me)
elseif entity_isState(me, STATE_INTRO) then
entity_scale(me, 0, 0)
entity_scale(me, 1, 1, 3)
entity_animate(me, "idle")
entity_setStateTime(me, 3)
playMusic("worship3")
end
end
function exitState(me)
if entity_isState(me, STATE_MOVE) then
debugLog("move state ended")
if v.phase == PHASE_LURE then
v.lureNode = v.lureNode + 1
if v.lureNode > 7 then
v.phase = PHASE_HIDE
entity_setState(me, STATE_MOVE)
else
entity_setState(me, STATE_LUREWAIT)
end
elseif v.phase == PHASE_HIDE then
if v.hideCount <= 0 then
entity_setState(me, STATE_TRAP)
v.waitToAttack = 1
v.hideCount = 0
else
v.hideCount = v.hideCount - 1
entity_setState(me, STATE_MOVE)
end
elseif v.phase == PHASE_FINAL then
entity_setState(me, STATE_TRAP)
v.waitToAttack = 1
end
elseif entity_isState(me, STATE_PAIN) then
if v.phase == PHASE_HIDE then
v.hideCount = 4
entity_setState(me, STATE_MOVE)
else
entity_setState(me, STATE_TRAP)
end
elseif entity_isState(me, STATE_IDLE) then
entity_setState(me, STATE_MOVE)
elseif entity_isState(me, STATE_ATTACK) then
-- POST ATTACK, MOVE OR HANG BACK?
if v.hitNaija == 0 and entity_isEntityInRange(me, v.n, v.attackRange) then
entity_setState(me, STATE_CREEP)
elseif v.hitNaija == 0 then
entity_setState(me, STATE_CHASE)
else
entity_setState(me, STATE_TRAP)
end
elseif entity_isState(me, STATE_CHASE) then
if entity_isEntityInRange(me, v.n, v.chaseRange) then
entity_setState(me, STATE_ATTACK)
else
entity_setState(me, STATE_TRAP)
end
elseif entity_isState(me, STATE_CREEP) then
entity_setState(me, STATE_ATTACK)
elseif entity_isState(me, STATE_TRANSITION) then
entity_idle(v.n)
enableInput()
cam_toEntity(v.n)
local bx, by = bone_getWorldPosition(v.bone_darkLi)
createEntity("CreatorForm5", "", bx, by)
entity_alpha(me, 0.6, 3)
entity_setState(me, STATE_WAIT, 6)
elseif entity_isState(me, STATE_WAIT) then
entity_delete(me, 1)
elseif entity_isState(me, STATE_INTRO) then
entity_setState(me, STATE_MOVE)
end
end
function damage(me, attacker, bone, damageType, dmg)
if v.phase == PHASE_LURE then return false end
if entity_isState(me, STATE_PAIN) then return false end
if bone == v.bone_body then
bone_damageFlash(bone)
if v.hits1 > 0 then
v.hits1 = v.hits1 - 1 --dmg?
if v.hits1 <= 0 then
v.phase = PHASE_FINAL
entity_setState(me, STATE_MOVE)
else
entity_setState(me, STATE_PAIN)
end
elseif v.hits2 > 0 then
v.hits2 = v.hits2 - 1 --dmg?
if v.hits2 <= 0 then
entity_setState(me, STATE_TRANSITION)
else
entity_setState(me, STATE_PAIN)
end
end
end
return false
end
function animationKey(me, key)
if entity_isState(me, STATE_MOVE) or entity_isState(me, STATE_CHASE) or entity_isState(me, STATE_CREEP) then
if key == 1 then
local hX, hY = bone_getWorldPosition(v.bone_rightHand)
spawnParticleEffect("CreatorForm4HandDust", hX, hY)
hX, hY = bone_getWorldPosition(v.bone_leftHand)
spawnParticleEffect("CreatorForm4FootDust", hX, hY)
hX, hY = bone_getWorldPosition(v.bone_leftLeg1)
spawnParticleEffect("CreatorForm4FootDust", hX, hY)
hX, hY = bone_getWorldPosition(v.bone_leftLeg2)
spawnParticleEffect("CreatorForm4FootDust", hX, hY)
entity_sound(me, "RockHit")
elseif key == 3 then
local hX, hY = bone_getWorldPosition(v.bone_leftHand)
spawnParticleEffect("CreatorForm4HandDust", hX, hY)
hX, hY = bone_getWorldPosition(v.bone_rightHand)
spawnParticleEffect("CreatorForm4FootDust", hX, hY)
hX, hY = bone_getWorldPosition(v.bone_rightLeg1)
spawnParticleEffect("CreatorForm4FootDust", hX, hY)
hX, hY = bone_getWorldPosition(v.bone_rightLeg2)
spawnParticleEffect("CreatorForm4FootDust", hX, hY)
entity_sound(me, "RockHit")
end
elseif entity_isState(me, STATE_ATTACK) then
if key == 3 then
local hX, hY = bone_getWorldPosition(v.bone_leftHand)
spawnParticleEffect("CreatorForm4FootDust", hX, hY)
hX, hY = bone_getWorldPosition(v.bone_rightHand)
spawnParticleEffect("CreatorForm4FootDust", hX, hY)
hX, hY = bone_getWorldPosition(v.bone_leftLeg1)
spawnParticleEffect("CreatorForm4FootDust", hX, hY)
hX, hY = bone_getWorldPosition(v.bone_leftLeg2)
spawnParticleEffect("CreatorForm4FootDust", hX, hY)
hX, hY = bone_getWorldPosition(v.bone_rightLeg1)
spawnParticleEffect("CreatorForm4FootDust", hX, hY)
hX, hY = bone_getWorldPosition(v.bone_rightLeg2)
spawnParticleEffect("CreatorForm4FootDust", hX, hY)
entity_sound(me, "creatorform4-bite")
end
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