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Aquaria/files/scripts/entities/crabboss.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
-- ================================================================================================
-- BIG MAUL
-- ================================================================================================
v.leftArmHealth = 16
v.rightArmHealth = 16
v.squidHealth = 16
v.stunTime = 3
v.n = 0
v.fireDelay = 4
v.ahitsMax = 6
v.ahits = v.ahitsMax
local LAYER_LEFTARM = 1
local LAYER_RIGHTARM = 2
local LAYER_LEGSANDBODY = 3
local STATE_BASIC = 1000
local STATE_STUNNED = 1001
local STATE_POWER = 1002
local STATE_LEFTCLAWSWIPE = 1003
local STATE_RIGHTCLAWSWIPE = 1004
local STATE_JUMP = 1005
local STATE_TEABAG = 1006
local STATE_WAITFORSTART = 1007
local STATE_JUMPPREP = 1008
local STATE_FIRING = 1009
v.leftArmAlive = true
v.rightArmAlive = true
v.fireLoc = 0
v.leftClawBone = 0
v.rightClawBone = 0
v.leftClawPincerBone = 0
v.rightClawPincerBone = 0
v.actionDelay = 0
v.naija = 0
v.moveTimer = 0
v.movingRight = true
v.leftNode = 0
v.rightNode = 0
v.jumpTimer = 0
v.bone_la = 0
v.bone_ra = 0
v.bone_lw = 0
v.bone_rw = 0
v.bone_squid = 0
v.inity = 0
v.leave = 0
function init(me)
setupBasicEntity(
me,
"", -- texture
0, -- health
1, -- manaballamount
1, -- exp
1, -- money
0, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
90, -- sprite width
90, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
4000 -- updateCull -1: disabled, default: 4000
)
entity_setHealth(me, 16)
entity_scale(me, 1.5, 1.5)
entity_initSkeletal(me, "CrabBoss")
entity_setState(me, STATE_WAITFORSTART)
entity_setCull(me, false)
v.leftNode = getNode("CRABBOUNDLEFT")
v.rightNode = getNode("CRABBOUNDRIGHT")
--entity_setTouchDamage(me, 1)
--entity_setTouchPush(me, 1)
entity_setWeight(me, 800)
entity_setMaxSpeed(me, 2000)
entity_generateCollisionMask(me)
v.leftClawBone = entity_getBoneByName(me, "LeftClaw")
v.rightClawBone = entity_getBoneByName(me, "RightClaw")
v.leftClawPincerBone = entity_getBoneByName(me, "LeftClawPincer")
v.rightClawPincerBone = entity_getBoneByName(me, "RightClawPincer")
v.fireLoc = entity_getBoneByName(me, "FireLoc")
v.naija = getEntity("Naija")
v.bone_la = entity_getBoneByName(me, "LeftAntenna")
v.bone_ra = entity_getBoneByName(me, "RightAntenna")
v.bone_lw = entity_getBoneByName(me, "LeftArmWeakPoint")
v.bone_rw = entity_getBoneByName(me, "RightArmWeakPoint")
v.bone_squid = entity_getBoneByName(me, "Squid")
esetv(me, EV_WALLOUT, 300)
esetv(me, EV_SWITCHCLAMP, 0)
entity_setTargetRange(me, 600)
entity_setDeathScene(me, true)
loadSound("BossDieSmall")
loadSound("BossDieBig")
entity_setDamageTarget(me, DT_AVATAR_SEED, true)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
end
function postInit(me)
v.inity = entity_y(me)
v.n = getNaija()
entity_setTarget(me, v.n)
v.leave = getNode("LEAVE")
end
v.wasMoving = false
function update(me, dt)
if entity_isState(me, STATE_WAITFORSTART) then
if entity_isEntityInRange(me, v.naija, 2000) then
entity_setState(me, STATE_BASIC)
playMusic("MiniBoss")
end
return
end
if node_isEntityIn(v.leave, v.n) then
updateMusic()
entity_setState(me, STATE_WAITFORSTART)
end
overrideZoom(0.45)
if v.actionDelay > 0 then
v.actionDelay = v.actionDelay - dt
end
if v.jumpTimer > 0 then
v.jumpTimer = v.jumpTimer - dt
end
if entity_isState(me, STATE_JUMP) then
if v.jumpTimer > 0 then
entity_addVel(me,0,-1000)
end
entity_updateMovement(me, dt)
end
if entity_isState(me, STATE_LEFTCLAWSWIPE) and (not entity_isAnimating(me, LAYER_LEFTARM)) then
entity_setState(me, STATE_BASIC)
end
if entity_isState(me, STATE_RIGHTCLAWSWIPE) and (not entity_isAnimating(me, LAYER_RIGHTARM)) then
entity_setState(me, STATE_BASIC)
end
if entity_isState(me, STATE_TEABAG) and (not entity_isAnimating(me)) then
entity_setState(me, STATE_BASIC)
end
if v.naija ~= 0 then
if entity_isState(me, STATE_BASIC) then
--entity_rotateToSurfaceNormal(me, 0.1, 20)
local moving = false
local moveDir
if entity_x(v.naija) > entity_x(me) + 256 and entity_x(me) < node_x(v.rightNode) then
moving = true
moveDir = 1
--entity_switchSurfaceDirection(me, 0)
--entity_rotateToSurfaceNormal(me, 1)
elseif entity_x(v.naija) < entity_x(me) - 256 and entity_x(me) > node_x(v.leftNode) then
moving = true
moveDir = -1
--entity_switchSurfaceDirection(me, 1)
--entity_rotateToSurfaceNormal(me, 1)
end
if not moving then
if not v.leftArmAlive and not v.rightArmAlive then
if entity_x(v.naija) > entity_x(me)-256 and entity_x(v.naija) < entity_x(me)+256 then
if entity_y(v.naija) < entity_y(me)-512 then
entity_setState(me, STATE_JUMPPREP)
end
--[[
elseif entity_y(v.naija) > entity_y(me)-128 then
entity_setState(me, STATE_TEABAG)
end
]]--
end
end
end
if moving then
--debugLog("Moving")
--entity_moveAlongSurface(me, dt, 300, 6, 200) --64 (32)
entity_setPosition(me, entity_x(me)+moveDir*300*dt, entity_y(me))
end
if moving and not v.wasMoving then
entity_animate(me, "walk", -1, LAYER_LEGSANDBODY)
elseif not moving and v.wasMoving then
entity_animate(me, "idle", -1, LAYER_LEGSANDBODY)
end
v.wasMoving = moving
v.fireDelay = v.fireDelay - dt
if v.fireDelay < 0 then
entity_setState(me, STATE_FIRING)
end
-- dt, pixelsPerSecond, climbHeight, outfromwall
--[[
v.moveTimer = v.moveTimer + dt
if v.moveTimer > 5 then
entity_switchSurfaceDirection(me)
v.moveTimer = 0
end
]]--
else
--[[
if not (entity_isState(me, STATE_LEFTCLAWSWIPE) or entity_isState(me, STATE_RIGHTCLAWSWIPE) or entity_isState(me, STATE_STUNNED)) then
entity_animate(me, "idle", -1, LAYER_LEGSANDBODY)
v.wasMoving = false
end
]]--
end
if entity_isState(me, STATE_BASIC) then
local didArmAttack = false
if v.leftArmHealth > 0 then
if entity_x(v.naija) < entity_x(me)-64 and entity_isEntityInRange(me, v.naija, 680) and entity_y(v.naija) > entity_y(me)-200 then
entity_setState(me, STATE_LEFTCLAWSWIPE)
didArmAttack = true
end
end
if not didArmAttack and v.rightArmHealth > 0 then
if entity_x(v.naija) > entity_x(me)+64 and entity_isEntityInRange(me, v.naija, 680) and entity_y(v.naija) > entity_y(me)-200 then
entity_setState(me, STATE_RIGHTCLAWSWIPE)
didArmAttack = true
end
end
end
end
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.naija)
if bone ~= 0 then
avatar_fallOffWall()
if entity_x(v.naija) < entity_x(me) then
--entity_push(v.naija, -1200, -100, 0.5)
entity_addVel(v.naija, -1200, -100)
else
entity_addVel(v.naija, 1200, -100)
--entity_push(v.naija, 1200, -100, 0.5)
end
entity_damage(v.naija, me, 1)
end
entity_clearTargetPoints(me)
if entity_isState(me, STATE_JUMP) then
local vx = entity_velx(me)
local vy = entity_vely(me)
if vx ~= 0 then
local len = vector_getLength(vx, vy)
vx, vy = vector_setLength(0, vy, len)
entity_clearVel(me)
entity_addVel(me, vx, vy)
end
entity_addTargetPoint(me, bone_getWorldPosition(v.bone_squid))
elseif not entity_isState(me, STATE_STUNNED) then
entity_addTargetPoint(me, bone_getWorldPosition(v.bone_la))
entity_addTargetPoint(me, bone_getWorldPosition(v.bone_ra))
else
entity_addTargetPoint(me, bone_getWorldPosition(v.bone_lw))
entity_addTargetPoint(me, bone_getWorldPosition(v.bone_rw))
end
end
--[[
v.rightClawHealth = v.rightClawHealth - dmg
if v.rightClawHealth < 0 then
entity_toggleBone(me, bone, 0)
end
]]--
function damage(me, attacker, bone, dtype, dmg)
if entity_isState(me, STATE_JUMPPREP) then
return false
end
if bone ~= 0 then
if bone_isName(bone, "LeftAntenna") or bone_isName(bone, "RightAntenna") then
if not entity_isState(me, STATE_STUNNED) and not entity_isState(me, STATE_JUMP)
and (v.leftArmHealth>0 or v.rightArmHealth>0) then
v.ahits = v.ahits - dmg
bone_damageFlash(bone)
if v.ahits <= 0 then
debugLog("state stunned")
entity_setState(me, STATE_STUNNED, v.stunTime)
v.ahits = v.ahitsMax
end
end
elseif bone_isName(bone, "RightArmWeakPoint") or bone_isName(bone, "LeftArmWeakPoint") then
if entity_isState(me, STATE_STUNNED) then
if bone_isName(bone, "LeftArmWeakPoint") then
v.leftArmHealth = v.leftArmHealth - dmg
for i=30,33 do
bone_damageFlash(entity_getBoneByIdx(me, i))
end
if v.leftArmHealth <= 0 then
v.leftArmAlive = false
-- [30 - 33]
for i=30,33 do
bone_setVisible(entity_getBoneByIdx(me, i), false)
end
end
end
if bone_isName(bone, "RightArmWeakPoint") then
v.rightArmHealth = v.rightArmHealth - dmg
for i=26,29 do
bone_damageFlash(entity_getBoneByIdx(me, i))
end
debugLog(string.format("rightArmHealth: %d", v.rightArmHealth))
if v.rightArmHealth <= 0 then
v.rightArmAlive = false
-- [26 - 29]
for i=26,29 do
bone_setVisible(entity_getBoneByIdx(me, i), false)
end
end
end
bone_damageFlash(bone)
--entity_setState(me, STATE_BASIC)
end
elseif bone_isName(bone, "Squid") then
if dtype == DT_AVATAR_VINE then
--entity_changeHealth(me, 0.5)
if not entity_isState(me, STATE_JUMPPREP) and not entity_isState(me, STATE_JUMP) then
entity_setState(me, STATE_JUMPPREP)
end
end
bone_damageFlash(bone)
--[[
bone_damageFlash(bone)
v.squidHealth = v.squidHealth - dmg
if v.squidHealth <= 0 then
msg ("Killed Squid")
end
]]--
return true
end
return false
else
return false
end
return false
end
function enterState(me)
if entity_isState(me, STATE_BASIC) then
entity_setDamageTarget(me, DT_AVATAR_VINE, true)
entity_animate(me, "idle", LOOP_INF)
--bone_setTouchDamage(v.leftClawBone, 0)
--bone_setTouchDamage(v.rightClawBone, 0)
elseif entity_isState(me, STATE_STUNNED) then
entity_stopAllAnimations(me)
entity_animate(me, "stunned", LOOP_INF)
elseif entity_isState(me, STATE_LEFTCLAWSWIPE) then
entity_animate(me, "ArmSwipe", 0, LAYER_LEFTARM)
--bone_setTouchDamage(v.leftClawBone, 1)
elseif entity_isState(me, STATE_RIGHTCLAWSWIPE) then
entity_animate(me, "ArmSwipe", 0, LAYER_RIGHTARM)
--bone_setTouchDamage(v.rightClawBone, 1)
elseif entity_isState(me, STATE_JUMP) then
entity_setDamageTarget(me, DT_AVATAR_VINE, false)
--entity_applySurfaceNormalForce(me, 4)
entity_addVel(me,0,-2000)
v.jumpTimer = 0
entity_adjustPositionBySurfaceNormal(me, 8)
entity_rotate(me, 0, 0.5)
elseif entity_isState(me, STATE_TEABAG) then
entity_stopAllAnimations(me)
entity_animate(me, "teabag")
elseif entity_isState(me, STATE_JUMPPREP) then
entity_setStateTime(me, entity_animate(me, "jumpPrep"))
elseif entity_isState(me, STATE_FIRING) then
entity_setStateTime(me, entity_animate(me, "firing"))
elseif entity_isState(me, STATE_DEATHSCENE) then
clearShots()
entity_stopInterpolating(me)
entity_setStateTime(me, 99)
fadeOutMusic(6)
entity_idle(v.naija)
entity_setInvincible(v.naija, true)
cam_toEntity(me)
entity_setInternalOffset(me, 0, 0)
entity_setInternalOffset(me, 10, 0, 0.1, -1, 1)
watch(1)
playSfx("BossDieSmall")
fade(1, 0.2, 1, 1, 1)
watch(0.2)
fade(0, 0.5, 1, 1, 1)
watch(0.5)
watch(1)
playSfx("BossDieSmall")
fade(1, 0.2, 1, 1, 1)
watch(0.2)
fade(0, 0.5, 1, 1, 1)
watch(0.5)
playSfx("BossDieSmall")
fade(1, 0.2, 1, 1, 1)
watch(0.2)
fade(0, 0.5, 1, 1, 1)
watch(0.5)
entity_setInternalOffset(me, 0, 0)
entity_setInternalOffset(me, 20, 0, 0.05, -1, 1)
playSfx("BossDieBig")
fade(1, 1, 1, 1, 1)
watch(1.2)
fade(0, 0.5, 1, 1, 1)
cam_toEntity(v.naija)
entity_setInvincible(v.naija, false)
pickupGem("Boss-RockCrab")
overrideZoom(0, 1)
entity_setStateTime(me, 0.1)
entity_setState(me, STATE_DEAD, -1, 1)
end
end
function exitState(me)
if entity_isState(me, STATE_STUNNED) then
entity_setState(me, STATE_BASIC)
elseif entity_isState(me, STATE_JUMPPREP) then
entity_setState(me, STATE_JUMP)
elseif entity_isState(me, STATE_BASIC) then
entity_animate(me, "idle", -1, LAYER_LEGSANDBODY)
v.wasMoving = false
elseif entity_isState(me, STATE_FIRING) then
entity_setState(me, STATE_BASIC, -1)
v.fireDelay = math.random(3) + 2
end
end
function activate(me)
end
function animationKey(me, key)
if entity_isState(me, STATE_FIRING) then
if key == 2 or key == 4 or key == 6 then
local x, y = entity_getPosition(v.n)
local bx, by = bone_getWorldPosition(v.fireLoc)
x = x - bx
y = y - by
x, y = vector_setLength(x, y, 100)
local s = createShot("CrabBoss", me, entity_getTarget(me), bx, by)
if key == 2 then
shot_setAimVector(s, -50*0.5 + x*0.5, -100*0.5 + y*0.5)
elseif key == 4 then
shot_setAimVector(s, 0+x*0.5, -100*0.5+y*0.5)
elseif key == 6 then
shot_setAimVector(s, 50*0.5+x*0.5, -100*0.5 + y*0.5)
end
end
end
end
function hitSurface(me)
if entity_y(me) >= v.inity then
entity_setPosition(me, entity_x(me), v.inity)
entity_setState(me, STATE_TEABAG)
end
--[[
if entity_isState(me, STATE_JUMP) then
entity_clampToSurface(me)
--entity_moveAlongSurface(me, dt, 1, 6, 200)
entity_setState(me, STATE_TEABAG)
end
]]--
end