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Aquaria/files/scripts/entities/creatorform5.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
v.n = 0
-- intro animation sequence:
local STATE_INTRO = 1000
local STATE_INTRO2 = 1001
local STATE_INTRO3 = 1002
-- creator is getting ready to sing:
local STATE_SING = 1003
-- creator is singing a song:
local STATE_PLAYSEG = 1004
-- creator is in pain:
local STATE_PAIN = 1005
-- naija sings a wrong note:
local STATE_WRONG = 1006
local STATE_SPAWNSPHERES = 1007
v.delay = 0
v.songNotes = nil
v.songSize = 0
v.curNote = 1
v.noteDelay = 0
v.songLevel = 3
v.waitTime = 5
v.userNote = 1
v.maxHits = 5
v.hits = v.maxHits
-- counts # of successful songs between song levels
v.songsDone = 0
v.setSongSize = 3
v.bone_head = 0
v.died = 0
local function getHitPerc()
return v.hits/v.maxHits
end
function init(me)
v.songNotes = {}
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "CreatorForm5")
entity_setAllDamageTargets(me, false)
--entity_generateCollisionMask(me)
entity_setState(me, STATE_INTRO)
entity_alpha(me, 0)
entity_scale(me, 0.5, 0.5)
entity_setCullRadius(me, 1024)
v.bone_head = entity_getBoneByName(me, "Head")
esetv(me, EV_ENTITYDIED, 1)
loadSound("quakeloop1")
loadSound("quakeloop2")
loadSound("quakeloop3")
entity_setDamageTarget(me, DT_AVATAR_PET, false)
loadSound("hellbeast-shot")
end
function entityDied(me)
end
function postInit(me)
v.n = getNaija()
local node = getNode("NAIJA5")
entity_setPosition(v.n, node_x(node), node_y(node), 2, 0, 0, 1)
entity_flipToEntity(v.n, me)
entity_setTarget(me, v.n)
local node = getNode("LIDOOR2")
local door = node_getNearestEntity(node, "FinalDoor")
entity_setState(door, STATE_CLOSED)
musicVolume(1, 1)
playMusic("worship4")
end
local function generateSong(size)
debugLog("generating song")
v.songSize = size
for i=1,size do
v.songNotes[i] = math.random(8)-1
end
end
function update(me, dt)
if entity_isState(me, STATE_IDLE) then
v.delay = v.delay + dt
if v.delay > 2 then
v.delay = 0
entity_setState(me, STATE_SING)
end
elseif entity_isState(me, STATE_WAIT) then
local shots = 0
local e = getFirstEntity()
while e ~= 0 do
if eisv(e, EV_TYPEID, EVT_DARKLISHOT) then
shots = shots + 1
end
e = getNextEntity()
end
if shots == 0 then
entity_setState(me, STATE_IDLE)
end
elseif entity_isState(me, STATE_PLAYSEG) then
v.noteDelay = v.noteDelay + dt
if v.noteDelay > 0.5 - (v.songLevel*0.02) then
debugLog(string.format("singing note: %d", v.songNotes[v.curNote]))
v.noteDelay = 0
local sfx = playSfx(getNoteName(v.songNotes[v.curNote], "low-"))
fadeSfx(sfx, 2)
playSfx("")
local x, y = entity_getPosition(me)
local dx, dy = getNoteVector(v.songNotes[v.curNote], 256)
x = x + dx
y = y + dy
local t = 1
local noteQuad = createQuad(string.format("Song/NoteSymbol%d", v.songNotes[v.curNote]), 6)
quad_alpha(noteQuad, 0)
quad_alpha(noteQuad, 1, 0.1)
quad_scale(noteQuad, 3, 3)
quad_scale(noteQuad, 6, 6, t, 0, 0, 1)
quad_color(noteQuad, getNoteColor(v.songNotes[v.curNote]))
local node = getNode(string.format("SN%d", v.songNotes[v.curNote]))
quad_setPosition(noteQuad, node_x(node), node_y(node))
quad_delete(noteQuad, t)
if v.curNote >= v.songSize then
entity_setState(me, STATE_SPAWNSPHERES, -1)
else
v.curNote = v.curNote + 1
end
end
end
overrideZoom(0.5)
end
function msg(me, msg)
if entity_isState(me, STATE_WAIT) then
if msg == "died" then
v.died = v.died + 1
if v.died == 3 then
entity_setState(me, STATE_PAIN)
end
end
end
end
v.incut = false
function enterState(me)
if entity_isState(me, STATE_IDLE) then
v.died = 0
entity_animate(me, "idle", -1)
local e = getFirstEntity()
while e ~=0 do
if eisv(e, EV_TYPEID, EVT_DARKLISHOT) then
end
e = getNextEntity()
end
elseif entity_isState(me, STATE_INTRO) then
entity_idle(v.n)
disableInput()
cam_toEntity(me)
entity_alpha(me, 0)
entity_alpha(me, 1, 2)
entity_setStateTime(me, 2)
elseif entity_isState(me, STATE_INTRO2) then
entity_setStateTime(me, entity_animate(me, "jumpOut"))
elseif entity_isState(me, STATE_INTRO3) then
entity_setStateTime(me, entity_animate(me, "land"))
elseif entity_isState(me, STATE_SING) then
-- animate?
entity_setStateTime(me, 0.1)
elseif entity_isState(me, STATE_PLAYSEG) then
v.curNote = 1
generateSong(v.setSongSize)
elseif entity_isState(me, STATE_WAIT) then
v.userNote = 1
elseif entity_isState(me, STATE_PAIN) then
--bone_damageFlash(me, entity_getBoneByIdx(me, 0))
for i=0,50 do
bone_damageFlash(entity_getBoneByIdx(me, i))
end
entity_setStateTime(me, entity_animate(me, "pain"))
elseif entity_isState(me, STATE_WRONG) then
entity_setStateTime(me, entity_animate(me, "wrong"))
elseif entity_isState(me, STATE_ATTACK) then
entity_setStateTime(me, entity_animate(me, "attack"))
for i=1,3 do
local sn = math.random(8)-1
local node = getNode(string.format("SN%d", sn))
createEntity("Mutilus", "", node_x(node), node_y(node))
end
elseif entity_isState(me, STATE_TRANSITION) then
if not v.incut then
entity_setStateTime(me, 99)
v.incut = true
entity_idle(v.n)
cam_toEntity(me)
overrideZoom(0.9)
watch(entity_animate(me, "die"))
watch(3)
overrideZoom(0.8)
shakeCamera(2, 4)
local loop = playSfx("quakeloop1")
watch(4)
overrideZoom(0.7)
shakeCamera(20, 4)
fadeSfx(loop, 0.5)
local loop = playSfx("quakeloop2")
watch(4)
overrideZoom(0.6)
fade2(1, 4, 1, 1, 1)
shakeCamera(100, 4)
fadeSfx(loop, 0.5)
local loop = playSfx("quakeloop3")
watch(4)
entity_setStateTime(me, 0.1)
v.incut = false
fadeSfx(loop, 4)
end
elseif entity_isState(me, STATE_DELAY) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_SPAWNSPHERES) then
entity_setStateTime(me, entity_animate(me, "attack"))
end
end
v.ic = false
function exitState(me)
if entity_isState(me, STATE_INTRO) then
entity_setState(me, STATE_INTRO2)
elseif entity_isState(me, STATE_SPAWNSPHERES) then
if not v.ic then
v.ic = true
for n=1,v.songSize do
local x, y = entity_getPosition(me)
local dx, dy = getNoteVector(v.songNotes[n], 440)
x = x + dx
y = y + dy
local e = createEntity("dark-li-shot", "", x, y)
entity_msg(e, "note", v.songNotes[n])
entity_msg(e, "sd", n*(1.0-((1.0-getHitPerc())*0.1)))
entity_setMaxSpeedLerp(e, 1.0+((1.0-getHitPerc())*0.5))
--[[
local t = 3- (3-songLevel)*0.5
if t <= 0 then
t = 0.5
end
]]--
--wait(1)
end
entity_setState(me, STATE_WAIT)
v.ic = false
end
elseif entity_isState(me, STATE_INTRO2) then
entity_setState(me, STATE_INTRO3)
elseif entity_isState(me, STATE_INTRO3) then
entity_idle(v.n)
enableInput()
cam_toEntity(v.n)
entity_setState(me, STATE_IDLE)
--[[
elseif entity_isState(me, STATE_WAIT) then
entity_setState(me, STATE_ATTACK)
]]--
elseif entity_isState(me, STATE_TRANSITION) then
-- transition to finalboss02
loadMap("FinalBoss02", "ENTER")
elseif entity_isState(me, STATE_SING) then
entity_setState(me, STATE_PLAYSEG)
elseif entity_isState(me, STATE_PAIN) then
v.songLevel = v.songLevel + 1
v.hits = v.hits - 1
debugLog("test")
if v.hits <= 0 then
entity_setState(me, STATE_TRANSITION)
else
entity_setState(me, STATE_IDLE)
end
elseif entity_isState(me, STATE_WRONG) then
entity_setState(me, STATE_ATTACK)
elseif entity_isState(me, STATE_ATTACK) then
local bx, by = bone_getWorldPosition(v.bone_head)
for i=1,3,1 do
createEntity("Mutilus", "", bx, by)
end
entity_setState(me, STATE_DELAY, 8)
elseif entity_isState(me, STATE_DELAY) then
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
return false
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
-- song spheres handle the work now
--[[
if entity_isState(me, STATE_WAIT) then
if note == v.songNotes[v.userNote] then
v.userNote = v.userNote + 1
if v.userNote > v.songSize then
v.songsDone = v.songsDone + 1
if v.songsDone >= 3 then
v.songLevel = v.songLevel + 1
v.songsDone = 0
end
entity_setState(me, STATE_PAIN)
end
else
entity_setState(me, STATE_WRONG)
end
end
]]--
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end