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https://github.com/AquariaOSE/Aquaria.git
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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
This commit is contained in:
commit
3096eaf5e2
2519 changed files with 816064 additions and 0 deletions
496
game_scripts/scripts/entities/creatorform6.lua
Normal file
496
game_scripts/scripts/entities/creatorform6.lua
Normal file
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@ -0,0 +1,496 @@
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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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--
|
||||
-- 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
|
||||
-- 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.
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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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||||
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v.n = 0
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local STATE_STEPFORE = 1000
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local STATE_STEPBACK = 1001
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local STATE_ATTACK1 = 1002
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local STATE_ATTACK2 = 1003
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local STATE_ATTACK3 = 1004
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local STATE_BACKHANDATTACK = 1005
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local STATE_MOUTHATTACK = 1006
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local STATE_SPAWNNAIJA = 1007
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local STATE_SCENEGHOST = 1010
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||||
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||||
v.maxLeft = 0
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||||
v.maxRight = 0
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||||
|
||||
|
||||
|
||||
v.stepDelay = 0
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||||
v.attackDelay = 0
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||||
|
||||
v.eye = 0
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||||
v.hand = 0
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||||
v.forearm = 0
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||||
v.socket = 0
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||||
v.neck = 0
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||||
v.backHand = 0
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||||
v.tongue = 0
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||||
|
||||
v.li = 0
|
||||
|
||||
v.shieldHits = 3 --9
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||||
v.hits = 3 -- 3
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|
||||
v.camNode = 0
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||||
v.camBone = 0
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||||
|
||||
|
||||
v.chestMonster = 0
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v.chestShield = 0
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||||
v.eyeCover = 0
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v.eyeSocket = 0
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|
||||
v.eyeSpiral = 0
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||||
|
||||
v.eyeCoverHits = 24
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||||
|
||||
local PHASE_HASLI = 0
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||||
local PHASE_FINAL = 1
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v.phase = PHASE_HASLI
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v.attackPhase = 0
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local function enterFinalPhase(me)
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||||
debugLog("setting phase to final")
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|
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playSfx("naijali1")
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|
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setFlag(FLAG_LI, 100)
|
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entity_setState(v.li, STATE_IDLE, -1, true)
|
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v.phase = PHASE_FINAL
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|
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v.chestMonster = createEntity("chestmonster", "", entity_x(me), entity_y(me))
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playSfx("licage-shatter")
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||||
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bone_alpha(v.chestShield, 0, 2)
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|
||||
v.attackPhase = 0
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||||
end
|
||||
|
||||
function init(me)
|
||||
setupEntity(me)
|
||||
entity_setEntityType(me, ET_ENEMY)
|
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entity_initSkeletal(me, "CreatorForm6")
|
||||
--entity_setAllDamageTargets(me, false)
|
||||
entity_setCull(me, false)
|
||||
|
||||
entity_generateCollisionMask(me)
|
||||
|
||||
entity_setState(me, STATE_IDLE)
|
||||
entity_scale(me, 2, 2)
|
||||
|
||||
v.eye = entity_getBoneByName(me, "Eye")
|
||||
v.hand = entity_getBoneByName(me, "Hand")
|
||||
v.forearm = entity_getBoneByName(me, "Forearm")
|
||||
v.socket = entity_getBoneByName(me, "Socket")
|
||||
v.neck = entity_getBoneByName(me, "Neck")
|
||||
|
||||
|
||||
v.chestShield = entity_getBoneByName(me, "chestshield")
|
||||
|
||||
v.eyeSocket = entity_getBoneByName(me, "eyesocket")
|
||||
v.eyeCover = entity_getBoneByName(me, "eyecover")
|
||||
|
||||
|
||||
entity_setTargetRange(me, 2000)
|
||||
|
||||
|
||||
bone_setVisible(v.eyeSocket, 0)
|
||||
|
||||
v.backHand = entity_getBoneByName(me, "BackHand")
|
||||
v.tongue = entity_getBoneByName(me, "tongue")
|
||||
|
||||
bone_setAnimated(v.eye, ANIM_POS)
|
||||
|
||||
v.camBone = v.eye
|
||||
|
||||
v.li = getLi()
|
||||
|
||||
esetv(me, EV_SOULSCREAMRADIUS, -1)
|
||||
|
||||
setFlag(FLAG_LI, 200)
|
||||
|
||||
loadSound("licage-crack1")
|
||||
loadSound("licage-crack2")
|
||||
loadSound("licage-shatter")
|
||||
|
||||
loadSound("creatorform6-die3")
|
||||
|
||||
loadSound("hellbeast-shot-skull")
|
||||
|
||||
entity_setDamageTarget(me, DT_AVATAR_PET, false)
|
||||
end
|
||||
|
||||
function postInit(me)
|
||||
v.n = getNaija()
|
||||
entity_setTarget(me, v.n)
|
||||
|
||||
local node = getNode("MAXLEFT")
|
||||
v.maxLeft = node_x(node)
|
||||
local node = getNode("MAXRIGHT")
|
||||
v.maxRight = node_x(node)
|
||||
|
||||
v.camNode = getNode("CAM")
|
||||
|
||||
|
||||
|
||||
if v.li == 0 then
|
||||
-- create li
|
||||
v.li = createEntity("Li")
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||||
setLi(v.li)
|
||||
end
|
||||
|
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entity_setState(v.li, STATE_TRAPPEDINCREATOR, -1, true)
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end
|
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|
||||
v.pd = 0
|
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function update(me, dt)
|
||||
if entity_isState(me, STATE_WAIT) then
|
||||
return
|
||||
end
|
||||
if entity_isState(me, STATE_TRANSITION) or entity_isState(me, STATE_SCENEGHOST) then
|
||||
local bx, by = bone_getWorldPosition(v.camBone)
|
||||
node_setPosition(v.camNode, bx, by)
|
||||
cam_toNode(v.camNode)
|
||||
v.pd = v.pd + dt
|
||||
if v.pd > 0.2 then
|
||||
spawnParticleEffect("TinyRedExplode", bx-500+math.random(1000), by-500 + math.random(1000))
|
||||
v.pd = 0
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
entity_updateMovement(me, dt)
|
||||
|
||||
entity_handleShotCollisionsSkeletal(me)
|
||||
local bone = entity_collideSkeletalVsCircle(me, v.n)
|
||||
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||||
if bone ~= 0 then
|
||||
--[[
|
||||
if avatar_isBursting() and bone ~= v.hand and bone ~= v.forearm and entity_setBoneLock(v.n, me, bone) then
|
||||
else
|
||||
]]--
|
||||
-- puuush
|
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--entity_addVel(v.n, -800, 0)
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local bx, by = bone_getWorldPosition(bone)
|
||||
local x, y = entity_getPosition(v.n)
|
||||
x = x - bx
|
||||
y = y - by
|
||||
x,y = vector_setLength(x, y, 2000)
|
||||
entity_clearVel(v.n)
|
||||
entity_addVel(v.n, x, y)
|
||||
|
||||
x,y = vector_setLength(x, y, 8)
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||||
entity_setPosition(v.n, entity_x(v.n) + x -20, entity_y(v.n) + y)
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||||
|
||||
--if bone == v.hand or bone == v.forearm then
|
||||
entity_damage(v.n, me, 1)
|
||||
avatar_fallOffWall()
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--end
|
||||
--entity_addVel(v.n, -400, 0)
|
||||
--end
|
||||
end
|
||||
|
||||
overrideZoom(0.45)
|
||||
|
||||
if entity_isState(me, STATE_IDLE) then
|
||||
v.stepDelay = v.stepDelay + dt
|
||||
if v.stepDelay > 2 then
|
||||
v.stepDelay = 0
|
||||
if entity_x(me) > v.maxLeft and chance(50) then
|
||||
entity_setState(me, STATE_STEPFORE)
|
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elseif entity_x(me) < v.maxRight then
|
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entity_setState(me, STATE_STEPBACK)
|
||||
end
|
||||
end
|
||||
|
||||
if v.phase == PHASE_HASLI then
|
||||
v.attackDelay = v.attackDelay + dt
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||||
if v.attackDelay > 4 then
|
||||
v.attackDelay = 0
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||||
if v.attackPhase == 0 then
|
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entity_setState(me, STATE_BACKHANDATTACK)
|
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elseif v.attackPhase == 1 then
|
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entity_setState(me, STATE_SPAWNNAIJA)
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elseif v.attackPhase == 2 then
|
||||
entity_setState(me, STATE_MOUTHATTACK)
|
||||
end
|
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v.attackPhase = v.attackPhase + 1
|
||||
if v.attackPhase > 2 then
|
||||
v.attackPhase = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
if v.phase == PHASE_FINAL then
|
||||
v.attackDelay = v.attackDelay + dt
|
||||
if v.attackDelay > 4 then
|
||||
v.attackDelay = 0
|
||||
if v.attackPhase == 0 then
|
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entity_setState(v.chestMonster, STATE_OPEN)
|
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v.attackDelay = -3
|
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elseif v.attackPhase == 1 then
|
||||
entity_setState(me, STATE_BACKHANDATTACK)
|
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elseif v.attackPhase == 2 then
|
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-- spawn aleph ???
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elseif v.attackPhase == 3 then
|
||||
end
|
||||
v.attackPhase = v.attackPhase + 1
|
||||
if v.attackPhase > 1 then
|
||||
v.attackPhase = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local dist = 270
|
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local bx, by = bone_getWorldPosition(v.eye)
|
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if entity_y(v.n) > by + dist then
|
||||
bone_rotate(v.eye, -25, 0.5)
|
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elseif entity_y(v.n) < by - dist then
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bone_rotate(v.eye, 35, 0.5)
|
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else
|
||||
bone_rotate(v.eye, 0, 0.5)
|
||||
end
|
||||
|
||||
if v.li ~= 0 and v.phase == PHASE_HASLI then
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entity_setPosition(v.li, bone_getWorldPosition(v.socket))
|
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end
|
||||
|
||||
if v.phase == PHASE_FINAL then
|
||||
if v.chestMonster ~= 0 then
|
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entity_setPosition(v.chestMonster, bone_getWorldPosition(v.socket))
|
||||
end
|
||||
end
|
||||
|
||||
if v.eyeSpiral ~= 0 then
|
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local bx,by = bone_getWorldPosition(v.eyeSocket)
|
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entity_setPosition(v.eyeSpiral, bx-64, by)
|
||||
end
|
||||
|
||||
entity_clearTargetPoints(me)
|
||||
|
||||
if v.phase == PHASE_HASLI then
|
||||
if bone_isVisible(v.eyeCover) then
|
||||
entity_addTargetPoint(me, bone_getWorldPosition(v.eyeCover))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
v.stepTime = 2
|
||||
|
||||
local function flash()
|
||||
end
|
||||
|
||||
v.incut = false
|
||||
|
||||
function enterState(me)
|
||||
if v.incut then return end
|
||||
|
||||
if entity_isState(me, STATE_IDLE) then
|
||||
entity_animate(me, "idle", -1)
|
||||
elseif entity_isState(me, STATE_STEPFORE) then
|
||||
entity_setPosition(me, entity_x(me)-600, entity_y(me), v.stepTime, 0, 0, 0)
|
||||
entity_setStateTime(me, v.stepTime)
|
||||
elseif entity_isState(me, STATE_STEPBACK) then
|
||||
entity_setPosition(me, entity_x(me)+600, entity_y(me), v.stepTime, 0, 0, 0)
|
||||
entity_setStateTime(me, v.stepTime)
|
||||
elseif entity_isState(me, STATE_ATTACK1) then
|
||||
entity_setStateTime(me, entity_animate(me, "attack1"))
|
||||
elseif entity_isState(me, STATE_TRANSITION) then
|
||||
if v.chestMonster ~= 0 then
|
||||
entity_delete(v.chestMonster)
|
||||
v.chestMonster = 0
|
||||
end
|
||||
|
||||
bone_setAnimated(v.eye, ANIM_ALL)
|
||||
v.incut = true
|
||||
|
||||
|
||||
--entity_setStateTime(me, entity_animate(me, "die"))
|
||||
--entity_setStateTime(me, 22)
|
||||
|
||||
-- 22
|
||||
-- gets picked up by node FINALBOSSDEATH
|
||||
--[[
|
||||
flash() entity_animate(me, "die1", -1)
|
||||
watch(7)
|
||||
flash() entity_animate(me, "die2", -1)
|
||||
watch(5)
|
||||
flash() entity_animate(me, "die3", -1)
|
||||
watch(9)
|
||||
entity_setStateTime(me, 0.01)
|
||||
]]--
|
||||
v.incut = false
|
||||
elseif entity_isState(me, STATE_SCENEGHOST) then
|
||||
debugLog("ghost")
|
||||
v.incut = true
|
||||
|
||||
v.incut = false
|
||||
elseif entity_isState(me, STATE_WAIT) then
|
||||
debugLog("wait")
|
||||
elseif entity_isState(me, STATE_BACKHANDATTACK) then
|
||||
entity_setStateTime(me, entity_animate(me, "backHandAttack"))
|
||||
elseif entity_isState(me, STATE_MOUTHATTACK) then
|
||||
entity_setStateTime(me, entity_animate(me, "mouthattack"))
|
||||
elseif entity_isState(me, STATE_SPAWNNAIJA) then
|
||||
entity_setStateTime(me, entity_animate(me, "spawnthing"))
|
||||
end
|
||||
end
|
||||
|
||||
function exitState(me)
|
||||
if entity_isState(me, STATE_STEPFORE) or entity_isState(me, STATE_STEPBACK) or entity_isState(me, STATE_ATTACK1) then
|
||||
entity_setState(me, STATE_IDLE)
|
||||
elseif entity_isState(me, STATE_TRANSITION) then
|
||||
--entity_setState(me, STATE_SCENEGHOST)
|
||||
elseif entity_isState(me, STATE_SCENEGHOST) then
|
||||
disableInput()
|
||||
fade(1, 2, 0, 0, 0)
|
||||
elseif entity_isState(me, STATE_BACKHANDATTACK) then
|
||||
entity_setState(me, STATE_IDLE)
|
||||
elseif entity_isState(me, STATE_MOUTHATTACK) then
|
||||
entity_setState(me, STATE_IDLE)
|
||||
elseif entity_isState(me, STATE_SPAWNNAIJA) then
|
||||
entity_setState(me, STATE_IDLE)
|
||||
end
|
||||
end
|
||||
|
||||
function damage(me, attacker, bone, damageType, dmg)
|
||||
--[[
|
||||
if v.phase == PHASE_HASLI then
|
||||
if damageType == DT_ENEMY_CREATOR then
|
||||
debugLog("damage type is dt_enemy_creator")
|
||||
if bone == v.socket then
|
||||
v.shieldHits = v.shieldHits - dmg
|
||||
bone_damageFlash(bone)
|
||||
if v.shieldHits <= 0 then
|
||||
enterFinalPhase(me)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
]]--
|
||||
if damageType == DT_ENEMY_BEAM then
|
||||
return false
|
||||
end
|
||||
if bone == v.eyeCover then
|
||||
bone_damageFlash(v.eyeCover)
|
||||
v.eyeCoverHits = v.eyeCoverHits - dmg
|
||||
playSfx("licage-crack1")
|
||||
if v.eyeCoverHits <= 0 then
|
||||
bone_setVisible(v.eyeCover, 0)
|
||||
bone_setVisible(v.eyeSocket, 1)
|
||||
playSfx("licage-shatter")
|
||||
|
||||
v.eyeSpiral = createEntity("eyespiral", "", bone_getWorldPosition(v.eyeSocket))
|
||||
end
|
||||
end
|
||||
|
||||
if v.phase == PHASE_FINAL then
|
||||
if damageType == DT_AVATAR_DUALFORMNAIJA then
|
||||
v.hits = v.hits - 1
|
||||
for i = 0,10 do
|
||||
bone_damageFlash(entity_getBoneByIdx(me, i))
|
||||
end
|
||||
playSfx("creatorform6-die3")
|
||||
if v.hits <= 0 then
|
||||
entity_setState(me, STATE_TRANSITION)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
function animationKey(me, key)
|
||||
if entity_isState(me, STATE_BACKHANDATTACK) then
|
||||
if key == 4 or key == 5 or key == 6 or key == 7 or key == 8 then
|
||||
-- create entity
|
||||
debugLog("Creating entity")
|
||||
local bx, by = bone_getWorldPosition(v.backHand)
|
||||
local vx, vy = entity_getPosition(getNaija())
|
||||
vx = vx - bx
|
||||
vy = vy - by
|
||||
--local e = createEntity("cf6-shot", "", bx, by)
|
||||
local s = createShot("creatorform6-hand", me, getNaija(), bx, by)
|
||||
shot_setAimVector(s, vx, vy)
|
||||
end
|
||||
elseif entity_isState(me, STATE_MOUTHATTACK) then
|
||||
if key == 4 or key == 5 or key == 6 or key == 7 or key == 8 or key == 9 or key == 10 then
|
||||
local bx, by = bone_getWorldPosition(v.tongue)
|
||||
local vx, vy = entity_getPosition(getNaija())
|
||||
vx = vx - bx
|
||||
vy = vy - by
|
||||
|
||||
local s = createShot("creatorform6-hand", me, getNaija(), bx, by)
|
||||
shot_setAimVector(s, vx, vy)
|
||||
end
|
||||
elseif entity_isState(me, STATE_SPAWNNAIJA) then
|
||||
if key == 5 then -- key == 3 or
|
||||
local bx, by = bone_getWorldPosition(v.hand)
|
||||
spawnParticleEffect("tinyredexplode", bx, by)
|
||||
createEntity("mutantnaija", "", bx, by)
|
||||
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
|
||||
|
||||
function msg(me, msg)
|
||||
if msg == "eye" then
|
||||
v.camBone = v.eye
|
||||
elseif msg == "neck" then
|
||||
v.camBone = v.neck
|
||||
end
|
||||
if msg == "eyedied" then
|
||||
enterFinalPhase(me)
|
||||
end
|
||||
if msg == "eyepopped" then
|
||||
fade2(1, 0, 1, 1, 1)
|
||||
fade2(0, 1, 1, 1, 1)
|
||||
playSfx("creatorform6-die3")
|
||||
v.eyeSpiral = 0
|
||||
setSceneColor(1, 0, 0, 0)
|
||||
setSceneColor(1, 1, 1, 4)
|
||||
entity_animate(me, "eyehurt", 0, 1)
|
||||
end
|
||||
end
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue