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Aquaria/files/scripts/entities/ubervinecommon.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
-- SPORE SEED
v.growEmitter = 0
v.done = false
v.lifeTime = 0
v.n = 0
v.limited = false
function v.commonInit(me, lim)
setupEntity(me)
entity_initSkeletal(me, "UberVine")
entity_setEntityLayer(me, -1)
entity_setCollideRadius(me, 0)
entity_setState(me, STATE_IDLE)
--entity_setInternalOffset(me, 0, -256)
entity_setInternalOffset(me, 0, -200)
entity_setDamageTarget(me, DT_AVATAR_VINE, false)
v.lifeTime = 15
entity_alpha(me, 0)
entity_alpha(me, 1, 0.3)
entity_scale(me, 1, 0)
entity_scale(me, 1, 1, 0.2)
--[[
entity_scale(me, 1, 0.9)
entity_scale(me, 1, 1, 0.5, 0, 0, 1)
]]--
entity_clampToSurface(me)
entity_animate(me, "idle", 0, 0, 0)
entity_setCullRadius(me, 1024)
entity_generateCollisionMask(me)
entity_setHealth(me, 8)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
entity_setDamageTarget(me, DT_AVATAR_BITE, false)
entity_setDamageTarget(me, DT_AVATAR_PETBITE, false)
entity_sound(me, "UberVineGrow")
v.limited = lim
end
function postInit(me)
v.n = getNaija()
entity_clampToSurface(me)
entity_rotateToSurfaceNormal(me)
if v.limited then
entity_ensureLimit(me, 3, STATE_DONE)
end
end
function songNote(me, note)
end
function shotHitEntity(me, ent, shot)
--debugLog("shot hit entity!")
local sx, sy = entity_getScale(me)
local sx2, sy2 = bone_getScale(entity_getBoneByIdx(me, 0))
local len = 400*sy*sy2
local x1, y1 = entity_getPosition(me)
local fx, fy = entity_getNormal(me)
local x2 = x1 + fx*len
local y2 = y1 + fy*len
local doFall = false
if entity_getEntityType(ent) ~= ET_NEUTRAL and ent ~= me and entity_isDamageTarget(ent, DT_AVATAR_VINE) and eisv(ent, EV_VINEPUSH, 1) then
local doIt = true
local dmg = 1
if entity_getEntityType(ent) == ET_AVATAR then
if isForm(FORM_NATURE) then
dmg = 0
if avatar_isLockable() then
return
end
end
doFall = true
end
if doIt then
--[[
if entity_collideCircleVsLine(ent, x1,y1,x2,y2,32) then
if doFall then
avatar_fallOffWall()
end
local cx, cy = getLastCollidePosition()
local dx = entity_x(ent) - cx
local dy = entity_y(ent) - cy
if dx ~= 0 or dy ~= 0 then
dx, dy = vector_setLength(dx, dy, 500)
--entity_push(ent, dx, dy, 0.1)
entity_addVel(ent, dx, dy)
end
end
]]--
local dx = 0
local dy = 0
if entity_isAnimating(me) then
dx = entity_x(ent) - entity_x(me)
dy = entity_y(ent) - entity_y(me)
if doFall then
avatar_fallOffWall()
end
else
local cx, cy = shot_getPosition(shot)
dx = entity_x(ent) - cx
dy = entity_y(ent) - cy
end
if dx ~= 0 or dy ~= 0 then
--debugLog("push!")
dx, dy = vector_setLength(dx, dy, 2000)
entity_addVel(ent, dx, dy)
--entity_warpLastPosition(ent)
--entity_push(ent, dx, dy, 5000, 1)
end
end
end
end
v.spawnDelay = 0
local function spawnShots(me)
if v.spawnDelay == 0 then
local sx, sy = entity_getScale(me)
local sx2, sy2 = bone_getScale(entity_getBoneByIdx(me, 0))
local len = 400*sy*sy2
local x1, y1 = entity_getPosition(me)
local fx, fy = entity_getNormal(me)
local x2 = x1 + fx*len
local y2 = y1 + fy*len
local bit = len/4
local totlen = 0
while totlen < len do
local px = x1 + fx*totlen
local py = y1 + fy*totlen
local s = createShot("Vine", me, 0, px, py)
totlen = totlen + bit
end
v.spawnDelay = 0.5
end
end
function update(me, dt)
if not entity_isAnimating(me) and v.limited and isFlag(FLAG_NAIJA_FIRSTVINE, 0) and entity_isEntityInRange(me, v.n, 600) then
emote(EMOTE_NAIJALAUGH)
setFlag(FLAG_NAIJA_FIRSTVINE, 1)
end
if v.spawnDelay > 0 then
v.spawnDelay = v.spawnDelay - dt
if v.spawnDelay < 0 then
v.spawnDelay = 0
end
end
if v.done and not entity_isAnimating(me) then
entity_scale(me, 1, 0, 0.2)
entity_delete(me, 0.2)
end
if not v.done then
entity_handleShotCollisionsSkeletal(me)
v.lifeTime = v.lifeTime - dt
if v.lifeTime < 0 then
--entity_delete(me, 0.2)
entity_animate(me, "shrink")
v.done = true
entity_sound(me, "UberVineShrink")
end
spawnShots(me)
--if isForm(FORM_NATURE) then
local bone = entity_collideSkeletalVsCircle(me, v.n)
--[[
if bone ~= 0 then
debugLog(string.format("collided with bone named [%s] idx[%d]", bone_getName(bone), bone_getIndex(bone)))
end
]]--
if isForm(FORM_NATURE) and avatar_isLockable() and bone ~= 0 and bone_getIndex(bone) == 0 and entity_setBoneLock(v.n, me, bone) then
else
---entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0, 1000)
if bone ~= 0 then
if entity_isAnimating(me) then
entity_moveTowards(v.n, entity_x(me), entity_y(me), 1, -1000)
avatar_fallOffWall()
else
local bx, by = bone_getWorldPosition(bone)
entity_moveTowards(v.n, bx, by, 1, -1000)
if not isForm(FORM_NATURE) then
entity_damage(v.n, me, 0.25, DT_AVATAR_VINE)
end
end
--entity_doCollisionAvoidance(v.n, 1, 5, 1)
--[[
local cx, cy = getLastCollidePosition()
local dx = entity_x(v.n) - cx
local dy = entity_y(v.n) - cy
if dx ~= 0 or dy ~= 0 then
dx, dy = vector_setLength(dx, dy, 500)
--entity_push(ent, dx, dy, 0.1)
entity_addVel(v.n, dx, dy)
end
]]--
end
end
--[[
if true then
local sx, sy = entity_getScale(me)
local sx2, sy2 = bone_getScale(entity_getBoneByIdx(me, 0))
local len = 400*sy*sy2
local x1, y1 = entity_getPosition(me)
local fx, fy = entity_getNormal(me)
local x2 = x1 + fx*len
local y2 = y1 + fy*len
local doFall = false
local ent = getFirstEntity()
while ent~=0 do
if entity_getEntityType(ent) ~= ET_NEUTRAL and ent ~= me and entity_isDamageTarget(ent, DT_AVATAR_VINE) then
local doIt = true
local dmg = 1
if entity_getEntityType(ent) == ET_AVATAR then
if isForm(FORM_NATURE) then
dmg = 0
if avatar_isBursting() then
doIt = false
end
end
doFall = true
end
if doIt then
if entity_collideCircleVsLine(ent, x1,y1,x2,y2,32) then
if doFall then
avatar_fallOffWall()
end
if dmg ~= 0 then
entity_damage(ent, me, dmg, DT_AVATAR_VINE)
end
local cx, cy = getLastCollidePosition()
local dx = entity_x(ent) - cx
local dy = entity_y(ent) - cy
if dx ~= 0 or dy ~= 0 then
dx, dy = vector_setLength(dx, dy, 500)
--entity_push(ent, dx, dy, 0.1)
entity_addVel(ent, dx, dy)
end
end
end
end
ent = getNextEntity()
end
end
]]--
--[[
if not entity_isNearObstruction(me, 3) then
v.done = true
end
]]--
end
end
function hitSurface(me)
end
function enterState(me)
if entity_isState(me, STATE_DONE) then
debugLog("VINE DONE")
v.done = true
entity_scale(me, 1, 0, 0.2)
entity_delete(me, 0.2)
entity_sound(me, "UberVineShrink")
end
end
function damage(me, attacker, bone, damageType, dmg)
return true
end
function exitState(me)
end