1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2024-11-27 02:33:50 +00:00
Aquaria/files/scripts/entities/guardian.lua

201 lines
4.8 KiB
Lua
Raw Normal View History

-- 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
v.attackDelay = 2
local STATE_GETREADY = 1000
local STATE_FIRING = 1001
v.body = 0
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "Guardian")
entity_generateCollisionMask(me)
entity_setHealth(me, 64)
entity_setDeathScene(me, true)
entity_setState(me, STATE_WAIT)
entity_setCullRadius(me, 2000)
entity_scale(me, 2, 2)
entity_setDeathScene(me, true)
v.body = entity_getBoneByName(me, "Body")
entity_setTargetRange(me, 2024)
entity_setUpdateCull(me, 3000)
loadSound("Guardian-Die")
loadSound("Guardian-Attack")
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
local node = entity_getNearestNode(me, "FLIP")
if node ~= 0 and node_isEntityIn(node, me) then
entity_fh(me)
end
end
function update(me, dt)
--entity_updateMovement(me, dt)
if entity_isState(me, STATE_WAIT) then
if entity_isEntityInRange(me, v.n, 600) then
entity_setState(me, STATE_GETREADY)
end
end
if entity_isState(me, STATE_IDLE) then
v.attackDelay = v.attackDelay - dt
if v.attackDelay <= 0 then
if not entity_isEntityInRange(me, v.n, 1024) or chance(10) then
entity_setState(me, STATE_FIRING)
else
entity_setState(me, STATE_ATTACK)
end
end
end
if not entity_isState(me, STATE_WAIT) then
overrideZoom(0.6, 1)
end
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
if entity_isfh(me) then
entity_addVel(v.n, 2000, 0)
else
entity_addVel(v.n, -2000, 0)
end
entity_damage(v.n, me, 1)
end
if entity_isfh(me) then
if entity_x(v.n) > entity_x(me) then
entity_addVel(v.n, 1000, 0)
end
else
if entity_x(v.n) > entity_x(me) then
entity_addVel(v.n, -1000, 0)
end
end
entity_clearTargetPoints(me)
entity_addTargetPoint(me, bone_getWorldPosition(v.body))
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "ready", -1)
elseif entity_isState(me, STATE_WAIT) then
entity_animate(me, "wait", -1)
elseif entity_isState(me, STATE_GETREADY) then
entity_setStateTime(me, entity_animate(me, "getReady"))
elseif entity_isState(me, STATE_ATTACK) then
playSfx("Guardian-Attack")
if entity_y(v.n) < entity_y(me) then
entity_setStateTime(me, entity_animate(me, "attack"))
else
entity_setStateTime(me, entity_animate(me, "attack2"))
end
elseif entity_isState(me, STATE_DEATHSCENE) then
playSfx("Guardian-Die")
shakeCamera(4, 4)
overrideZoom(0.5, 0.5)
entity_setStateTime(me, 99)
cam_toEntity(me)
entity_setInvincible(v.n, true)
watch(entity_animate(me, "die"))
entity_color(me, 0, 0, 0, 1)
watch(1)
entity_setStateTime(me, 0.01)
entity_setInvincible(v.n, false)
cam_toEntity(v.n)
elseif entity_isState(me, STATE_FIRING) then
entity_setStateTime(me, entity_animate(me, "firing"))
end
end
function exitState(me)
if entity_isState(me, STATE_ATTACK) then
v.attackDelay = 3
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_GETREADY) then
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_DEATHSCENE) then
overrideZoom(0, 0.5)
elseif entity_isState(me, STATE_FIRING) then
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
if entity_isState(me, STATE_WAIT) then
entity_setState(me, STATE_GETREADY)
return false
end
if bone == v.body then
return true
end
return false
end
function animationKey(me, key)
if entity_isState(me, STATE_FIRING) then
if key == 2 or key == 4 or key == 6 then
local s = createShot("Guardian", me, v.n, entity_getPosition(me))
if key == 2 then
shot_setAimVector(s, -400, -100)
elseif key == 4 then
shot_setAimVector(s, -400, 0)
elseif key == 6 then
shot_setAimVector(s, -400, 100)
end
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