mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-26 18:23:49 +00:00
224 lines
6.3 KiB
Lua
224 lines
6.3 KiB
Lua
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-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria is free software; you can redistribute it and/or
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-- modify it under the terms of the GNU General Public License
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-- as published by the Free Software Foundation; either version 2
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-- of the License, or (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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--
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-- See the GNU General Public License for more details.
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--
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-- You should have received a copy of the GNU General Public License
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-- along with this program; if not, write to the Free Software
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-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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v.n = 0
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v.soundDelay = 0.1
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v.inCurrent = false
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v.updateDelay = 0
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v.updateDelayTime = 0.5
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v.groupNode = 0
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v.bounceGroup = nil
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v.bounceGroupSize = 1
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function init(me)
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v.bounceGroup = {}
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "UpsideDownJelly")
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entity_setAllDamageTargets(me, true)
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entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
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entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
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entity_setCollideRadius(me, 40)
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entity_setHealth(me, 9)
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entity_setDeathParticleEffect(me, "TinyGreenExplode")
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entity_setUpdateCull(me, 1024)
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entity_setState(me, STATE_IDLE)
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bone_setSegs(entity_getBoneByName(me, "Tentacles"), 8, 2, 0.1, 0.9, 0, -0.03, 8, 0)
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esetv(me, EV_ENTITYDIED, 1)
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loadSound("SpikyBounce")
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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end
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local function grabBounceGroup(me)
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v.bounceGroup = {}
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if v.groupNode ~= 0 then
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local e = getFirstEntity()
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local c = 1
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while e ~= 0 do
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if e ~= me and not entity_isDead(e) and entity_getEntityType(e) == ET_ENEMY and node_isEntityIn(v.groupNode, e) then
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--debugLog(string.format("c: %d e: %d", c, e))
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v.bounceGroup[c] = e
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c = c + 1
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end
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e = getNextEntity()
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end
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v.bounceGroupSize = c
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--debugLog(string.format("bounceGroupSize: %d", v.bounceGroupSize))
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end
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end
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function postInit(me)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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entity_update(me, math.random(100)/200.0)
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v.inCurrent = entity_updateCurrents(me, 0)
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v.groupNode = entity_getNearestNode(me, "JELLYBOUNCE")
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grabBounceGroup(me)
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end
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local function bounceReact(me)
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entity_scale(me, 1, 1)
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entity_scale(me, 0.8, 1, 0.1, 5, 1)
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if v.soundDelay < 0 then
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entity_sound(me, "SpikyBounce", 400+math.random(200))
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v.soundDelay = 0.8
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end
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end
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-- warning: only called if EV_ENTITYDIED set to 1!
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function entityDied(me, died)
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--debugLog("entityDied!!")
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--[[
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if v.bounceGroupSize ~= 1 then
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for i=1,v.bounceGroupSize-1 do
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if v.bounceGroup[i] == died then
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--debugLog(" erasing ent!")
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v.bounceGroups[i] = 0
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end
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end
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end
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]]--
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grabBounceGroup(me)
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end
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function update(me, dt)
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if v.soundDelay > 0 then
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v.soundDelay = v.soundDelay - dt
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end
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--entity_updateCurrents(me, dt)
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--entity_updateMovement(me, dt)
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entity_clearVel2(me)
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if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0, 1200) then
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if not isForm(FORM_NATURE) then
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bounceReact(me)
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--[[
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local vx, vy = entity_getVectorToEntity(me, v.n)
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local dx, dy = vector_setLength(vx, vy, entity_getCollideRadius(me)+entity_getCollideRadius(v.n)+1)
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vx, vy = vector_setLength(vx, vy, 2000)
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entity_push(v.n, vx, vy, 0.5, 2000, 0)
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entity_addVel(v.n, vx, vy)
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vx, vy = vector_setLength(vx, vy, 2000)
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entity_clearVel2(v.n)
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entity_setPosition(v.n, entity_x(me)+dx, entity_y(me)+dy)
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]]--
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if v.inCurrent then
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local vx, vy = entity_getVectorToEntity(me, v.n)
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local dx, dy = vector_setLength(vx, vy, entity_getCollideRadius(me)+entity_getCollideRadius(v.n)+1)
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vx, vy = vector_setLength(vx, vy, 2500)
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entity_push(v.n, vx, vy, 0.5, 2500, 0)
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entity_addVel(v.n, vx, vy)
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vx, vy = vector_setLength(vx, vy, 2500)
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entity_clearVel2(v.n)
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entity_addVel2(v.n, vx, vy)
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entity_setPosition(v.n, entity_x(me)+dx, entity_y(me)+dy)
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else
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local vx, vy = entity_getVectorToEntity(me, v.n)
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local dx, dy = vector_setLength(vx, vy, entity_getCollideRadius(me)+entity_getCollideRadius(v.n)+1)
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vx, vy = vector_setLength(vx, vy, 2000)
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--entity_push(v.n, vx, vy, 0.5, 1000, 0)
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entity_addVel(v.n, vx, vy)
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entity_clearVel2(v.n)
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vx, vy = vector_setLength(vx, vy, 800)
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entity_addVel2(v.n, vx, vy)
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entity_setPosition(v.n, entity_x(me)+dx, entity_y(me)+dy)
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end
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end
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end
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if v.bounceGroupSize ~= 1 then
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for i=1,v.bounceGroupSize-1 do
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--debugLog(string.format("i: %d, bgrp: %d", i, v.bounceGroupSize))
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local e = v.bounceGroup[i]
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--debugLog(string.format("i: %d e: %d", i, ent))
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if e ~= 0 then
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if entity_isEntityInRange(me, e, entity_getCollideRadius(me)+entity_getCollideRadius(e)) then
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local vx, vy = entity_getVectorToEntity(me, e)
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vx, vy = vector_setLength(vx, vy, 1200)
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entity_addVel(e, vx, vy)
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vx, vy = vector_setLength(vx, vy, 800)
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entity_addVel2(e, vx, vy)
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local dx, dy = vector_setLength(vx, vy, entity_getCollideRadius(me)+entity_getCollideRadius(v.n)+1)
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entity_setPosition(e, entity_x(me)+dx, entity_y(me)+dy)
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bounceReact(me)
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end
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end
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end
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end
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--[[
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local e = getFirstEntity()
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while e ~= 0 do
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if e ~= me and entity_getEntityType(e) == ET_ENEMY and entity_isEntityInRange(me, e, entity_getCollideRadius(me)+entity_getCollideRadius(e)) then
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local vx, vy = entity_getVectorToEntity(me, e)
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vx, vy = vector_setLength(vx, vy, 1200)
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entity_addVel(e, vx, vy)
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vx, vy = vector_setLength(vx, vy, 800)
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entity_addVel2(e, vx, vy)
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local dx, dy = vector_setLength(vx, vy, entity_getCollideRadius(me)+entity_getCollideRadius(v.n)+1)
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entity_setPosition(e, entity_x(me)+dx, entity_y(me)+dy)
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bounceReact(me)
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break
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end
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e = getNextEntity()
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end
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]]--
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entity_handleShotCollisions(me)
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end
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function enterState(me)
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if entity_isState(me, STATE_IDLE) then
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entity_animate(me, "idle", -1)
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end
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end
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function exitState(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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return true
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end
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function animationKey(me, key)
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end
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function hitSurface(me)
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end
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function songNote(me, note)
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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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function activate(me)
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end
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