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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
589
game_scripts/scripts/entities/energyboss.lua
Normal file
589
game_scripts/scripts/entities/energyboss.lua
Normal file
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@ -0,0 +1,589 @@
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-- Copyright (C) 2007, 2010 - Bit-Blot
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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.
|
||||
|
||||
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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-- Energy Boss
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-- ================================================================================================
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|
||||
local STATE_MOVING = 1001
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local STATE_MOVEBACK = 1002
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||||
local STATE_SHOCKED = 1003
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||||
local STATE_FIRE = 1004
|
||||
local STATE_HITBARRIER = 1005
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||||
local STATE_MOVEBACKFROMBARRIER = 1006
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local STATE_COLLAPSE = 1007
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local STATE_COLLAPSED = 1100
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||||
|
||||
local ATTACK_UP = 1
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local ATTACK_DOWN = 2
|
||||
local ATTACK_BITE = 3
|
||||
|
||||
v.attacks = 0
|
||||
|
||||
v.attack = 0
|
||||
v.awoken = false
|
||||
v.attackDelay = 0
|
||||
v.naija = 0
|
||||
|
||||
v.maxMove = 0
|
||||
v.maxMove2 = 0
|
||||
v.minMove = 0
|
||||
v.pushBackHits = 0
|
||||
v.maxPushBackHits = 6
|
||||
v.moveDelay = 0
|
||||
v.fireDelay = 0
|
||||
v.fireBit = 0
|
||||
v.shotsFired = 0
|
||||
v.barrier = 0
|
||||
v.maxHits = 3
|
||||
v.hits = v.maxHits
|
||||
v.endTextDelay = 0
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||||
v.playedMusic = false
|
||||
v.dead = false
|
||||
|
||||
v.orb = 0
|
||||
|
||||
v.bone_jaw = 0
|
||||
v.bone_claw = 0
|
||||
v.bone_head = 0
|
||||
v.bone_body = 0
|
||||
|
||||
function damage(me, attacker, bone, damageType, dmg)
|
||||
bone_damageFlash(bone, 1)
|
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if entity_x(me) > node_x(v.minMove)+50 and not entity_isState(me, STATE_MOVEBACK) and not entity_isState(me, STATE_HITBARRIER) and not entity_isState(me, STATE_MOVEBACKFROMBARRIER) and not entity_isState(me, STATE_COLLAPSE) then
|
||||
v.pushBackHits = v.pushBackHits + dmg
|
||||
if v.pushBackHits >= v.maxPushBackHits then
|
||||
v.pushBackHits = 0
|
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entity_setState(me, STATE_MOVEBACK)
|
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end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function init(me)
|
||||
setupBasicEntity(
|
||||
me,
|
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"", -- texture
|
||||
30, -- 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)
|
||||
6000, -- updateCull -1: disabled, default: 4000
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||||
0
|
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)
|
||||
entity_initSkeletal(me, "EnergyBoss")
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entity_setState(me, STATE_IDLE)
|
||||
entity_setCull(me, false)
|
||||
entity_setCollideWithAvatar(me, true)
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|
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entity_setName(me, "EnergyBoss")
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|
||||
--entity_flipHorizontal(me)
|
||||
|
||||
entity_scale(me, 1.5, 1.5)
|
||||
entity_setTouchDamage(me, 1)
|
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--entity_setTouchPush(me, 1)
|
||||
|
||||
entity_setWeight(me, 800)
|
||||
|
||||
entity_setMaxSpeed(me, 2000)
|
||||
|
||||
entity_generateCollisionMask(me)
|
||||
|
||||
v.bone_jaw = entity_getBoneByName(me, "Jaw")
|
||||
v.bone_claw = entity_getBoneByName(me, "Claw")
|
||||
v.bone_head = entity_getBoneByName(me, "Head")
|
||||
v.bone_body = entity_getBoneByName(me, "Body")
|
||||
|
||||
v.maxMove = getNode("ENERGYBOSSMAXMOVE")
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v.maxMove2 = getNode("ENERGYBOSSMAXMOVE2")
|
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v.minMove = getNode("ENERGYBOSSMINMOVE")
|
||||
|
||||
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
|
||||
|
||||
|
||||
v.naija = getNaija()
|
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|
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loadSound("EnergyBoss-Attack")
|
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loadSound("EnergyBoss-Die")
|
||||
loadSound("EnergyBoss-Hurt")
|
||||
loadSound("BossDieSmall")
|
||||
end
|
||||
|
||||
function postInit(me)
|
||||
if not entity_isState(me, STATE_COLLAPSE) then
|
||||
if getFlag(FLAG_ENERGYBOSSDEAD)>0 and not entity_isState(me, STATE_COLLAPSED) then
|
||||
entity_setPosition(me, node_x(v.maxMove2), entity_y(me))
|
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entity_setState(me, STATE_COLLAPSED)
|
||||
v.dead = true
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
v.orb = getEntityByID(4)
|
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v.holder = getEntityByID(3)
|
||||
v.barrier = getEntityByID(5)
|
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end
|
||||
|
||||
function update(me, dt)
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--[[
|
||||
if entity_isState(me, STATE_COLLAPSED) then
|
||||
if getFlag(FLAG_ENERGYBOSSDEAD)>0 then
|
||||
fadeOutMusic(0.5)
|
||||
end
|
||||
end
|
||||
]]--
|
||||
if entity_isState(me, STATE_COLLAPSE) then
|
||||
if v.endTextDelay > 0 then
|
||||
v.endTextDelay = v.endTextDelay - dt
|
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if v.endTextDelay < 0 then
|
||||
v.endTextDelay = 0
|
||||
|
||||
cam_toEntity(v.naija)
|
||||
changeForm(FORM_NORMAL)
|
||||
|
||||
setInvincible(true)
|
||||
|
||||
entity_idle(v.naija)
|
||||
entity_animate(v.naija, "agony", -1)
|
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entity_flipToEntity(v.naija, me)
|
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--voiceOnce("Naija_EnergyBossOver")
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voice("Naija_Vision_EnergyBoss1")
|
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--entity_idle(v.naija)
|
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entity_idle(v.naija)
|
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entity_animate(v.naija, "agony", -1)
|
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fade2(0.5, 8, 1, 1, 1)
|
||||
watchForVoice()
|
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fade2(1, 1, 1, 1, 1)
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||||
watch(1)
|
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|
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local collectibleNode = getNode("COLLECTIBLE")
|
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local ent = createEntity("CollectibleEnergyBoss", "", node_x(collectibleNode), node_y(collectibleNode))
|
||||
entity_alpha(ent, 0)
|
||||
entity_alpha(ent, 1, 2)
|
||||
watch(0.5)
|
||||
|
||||
setInvincible(false)
|
||||
|
||||
if entity_getHealth(v.naija) < 1 then
|
||||
entity_heal(v.naija, 1)
|
||||
end
|
||||
|
||||
loadMap("EnergyTempleVision")
|
||||
|
||||
--entity_idle(v.naija)
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--watch(6.5)
|
||||
--[[
|
||||
showImage("Visions/EnergyBoss/00")
|
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voice("Naija_Vision_EnergyBoss2")
|
||||
watchForVoice()
|
||||
entity_idle(v.naija)
|
||||
hideImage()
|
||||
watch(1)
|
||||
voice("Naija_Vision_EnergyBoss3")
|
||||
]]--
|
||||
|
||||
end
|
||||
end
|
||||
return
|
||||
end
|
||||
if entity_isState(me, STATE_COLLAPSED) then
|
||||
return
|
||||
end
|
||||
if not v.awoken and not v.playedMusic and getFlag(FLAG_ENERGYBOSSDEAD)==0 then
|
||||
if not isFlag(FLAG_OMPO, 4) then
|
||||
if entity_isEntityInRange(me, v.naija, 1220) then
|
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emote(EMOTE_NAIJAUGH)
|
||||
v.playedMusic = true
|
||||
playMusic("BigBoss")
|
||||
--setNaijaHeadTexture("shock", 4)
|
||||
entity_setState(me, STATE_INTRO)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if not v.awoken then return end
|
||||
|
||||
|
||||
if entity_isState(me, STATE_COLLAPSED) then
|
||||
return
|
||||
end
|
||||
|
||||
|
||||
--[[
|
||||
if v.barrier == 0 then
|
||||
v.barrier = getEntityByID(5)
|
||||
end
|
||||
]]--
|
||||
|
||||
local bone = entity_collideSkeletalVsCircle(me, getNaija())
|
||||
if bone ~= 0 or entity_x(v.naija) < entity_x(me) then
|
||||
entity_damage(getNaija(), me, 1)
|
||||
if entity_y(v.naija) > entity_y(me)+50 then
|
||||
entity_push(getNaija(), 1200, -600, 0.5)
|
||||
elseif entity_y(v.naija) < entity_y(me) then
|
||||
entity_push(getNaija(), 1200, 600, 0.5)
|
||||
else
|
||||
entity_push(getNaija(), 1200, 0, 0.5)
|
||||
end
|
||||
end
|
||||
|
||||
if entity_isState(me, STATE_ATTACK) or entity_isState(me, STATE_INTRO) then
|
||||
if not entity_isAnimating(me) then
|
||||
if entity_isState(me, STATE_ATTACK) then
|
||||
v.attacks = v.attacks + 1
|
||||
if v.attacks >= 1 then
|
||||
v.attacks = 0
|
||||
entity_setState(me, STATE_MOVING)
|
||||
else
|
||||
entity_setState(me, STATE_IDLE)
|
||||
end
|
||||
else
|
||||
entity_setState(me, STATE_IDLE)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--[[
|
||||
if entity_isState(me, STATE_HITBARRIER) and not entity_isAnimating(me) then
|
||||
entity_setState(me, STATE_MOVEBACKFROMBARRIER)
|
||||
end
|
||||
]]--
|
||||
|
||||
|
||||
|
||||
if not entity_isState(me, STATE_MOVEBACK) and not entity_isState(me, STATE_MOVEBACKFROMBARRIER) then
|
||||
if entity_x(v.orb) < entity_x(v.barrier) then
|
||||
if v.moveDelay > 0 then
|
||||
v.moveDelay = v.moveDelay - dt
|
||||
if v.moveDelay < 0 then
|
||||
v.moveDelay = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if v.barrier ~= 0 then
|
||||
--debugLog("ENERGYBOSS: has Barrier")
|
||||
if entity_isState(v.barrier, STATE_PULSE) then
|
||||
--debugLog("ENERGYBOSS: barrier pulse")
|
||||
if not entity_isState(me, STATE_HITBARRIER) and not entity_isState(me, STATE_MOVEBACKFROMBARRIER) then
|
||||
local lineBone = entity_collideSkeletalVsLine(me, entity_x(v.barrier), entity_y(v.barrier)+500, entity_x(v.barrier), entity_y(v.barrier)-500, 8)
|
||||
if lineBone ~= 0 then
|
||||
--debugLog("ENERGYBOSS: hit barrier!")
|
||||
local bx,by = bone_getPosition(lineBone)
|
||||
spawnParticleEffect("HitEnergyBarrierBig", entity_x(v.barrier), by)
|
||||
bone_damageFlash(v.bone_head)
|
||||
bone_damageFlash(v.bone_body)
|
||||
v.hits = v.hits - 1
|
||||
if v.hits <= 0 then
|
||||
entity_setState(me, STATE_COLLAPSE)
|
||||
else
|
||||
entity_setState(me, STATE_HITBARRIER, 1)
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
--debugLog("ENERGYBOSS: barrier off")
|
||||
end
|
||||
else
|
||||
--debugLog("ENERGYBOSS: Did not find barrier")
|
||||
end
|
||||
|
||||
if entity_isState(me, STATE_FIRE) then
|
||||
v.fireBit = v.fireBit - dt
|
||||
if v.fireBit < 0 then
|
||||
entity_setTarget(me, v.naija)
|
||||
local offx, offy = 0
|
||||
while v.shotsFired < 3 do
|
||||
local velx, vely = 0, 0
|
||||
if v.shotsFired == 3 then
|
||||
velx = 100
|
||||
vely = 50
|
||||
elseif v.shotsFired == 0 then
|
||||
velx = 100
|
||||
vely = 25
|
||||
elseif v.shotsFired == 1 then
|
||||
velx = 100
|
||||
vely = 0
|
||||
elseif v.shotsFired == 2 then
|
||||
velx = 100
|
||||
vely = -25
|
||||
end
|
||||
--entity_fireAtTarget(me, "Purple", 1, 500, 100, 0, 0, offx, offy, velx, vely)
|
||||
local s = createShot("EnergyBoss", me, entity_getTarget(me), entity_getPosition(me))
|
||||
shot_setAimVector(s, velx, vely)
|
||||
|
||||
v.shotsFired = v.shotsFired + 1
|
||||
end
|
||||
entity_setState(me, STATE_IDLE)
|
||||
end
|
||||
end
|
||||
|
||||
if entity_isState(me, STATE_IDLE) then
|
||||
if v.moveDelay <= 0 and entity_x(me) < node_x(v.maxMove)
|
||||
and entity_x(v.naija) < entity_x(me)+1200 then
|
||||
entity_setState(me, STATE_MOVING)
|
||||
else
|
||||
if v.awoken then
|
||||
v.fireDelay = v.fireDelay - dt
|
||||
if v.fireDelay <= 0 then
|
||||
v.fireDelay = 0
|
||||
entity_setState(me, STATE_FIRE)
|
||||
end
|
||||
end
|
||||
|
||||
if entity_isState(me, STATE_IDLE) then
|
||||
v.attackDelay = v.attackDelay - dt
|
||||
if v.attackDelay <= 0 and entity_x(v.naija) < entity_x(me)+800 then
|
||||
v.attackDelay = 1
|
||||
entity_setState(me, STATE_ATTACK)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if entity_isState(me, STATE_MOVING) and entity_x(me) >= node_x(v.maxMove) then
|
||||
if entity_isInterpolating() then
|
||||
entity_animate(me, "idle")
|
||||
end
|
||||
entity_stopInterpolating(me)
|
||||
entity_setPosition(me, node_x(v.maxMove), entity_y(me))
|
||||
end
|
||||
if (entity_isState(me, STATE_MOVEBACK) or entity_isState(me, STATE_MOVEBACKFROMBARRIER)) and entity_x(me) <= node_x(v.minMove) then
|
||||
entity_stopInterpolating(me)
|
||||
entity_setPosition(me, node_x(v.minMove), entity_y(me))
|
||||
end
|
||||
if entity_isState(me, STATE_MOVING) or entity_isState(me, STATE_MOVEBACK) or entity_isState(me, STATE_MOVEBACKFROMBARRIER) then
|
||||
if not entity_isInterpolating(me) then
|
||||
entity_setState(me, STATE_IDLE)
|
||||
end
|
||||
end
|
||||
entity_handleShotCollisionsSkeletal(me)
|
||||
entity_clearTargetPoints(me)
|
||||
entity_addTargetPoint(me, bone_getWorldPosition(v.bone_head))
|
||||
if entity_isState(me, STATE_ATTACK) then
|
||||
entity_setLookAtPoint(me, bone_getWorldPosition(v.bone_claw))
|
||||
entity_setNaijaReaction(me, "shock")
|
||||
else
|
||||
entity_setLookAtPoint(me, bone_getWorldPosition(v.bone_jaw))
|
||||
entity_setNaijaReaction(me, "")
|
||||
end
|
||||
--entity_setEnergyShotTargetPosition(me, bone_getWorldPosition(v.bone_head))
|
||||
end
|
||||
|
||||
function enterState(me)
|
||||
if entity_isState(me, STATE_IDLE) then
|
||||
entity_stopInterpolating(me)
|
||||
entity_animate(me, "idle", LOOP_INF)
|
||||
elseif entity_isState(me, STATE_ATTACK) then
|
||||
playSfx("EnergyBoss-Attack", 900+math.random(200))
|
||||
local x, y = bone_getPosition(v.bone_jaw)
|
||||
if entity_isPositionInRange(v.naija, x, y, 600)
|
||||
and entity_y(v.naija) < y+64
|
||||
and entity_y(v.naija) > y-64
|
||||
then
|
||||
entity_animate(me, "bite")
|
||||
v.attack = ATTACK_BITE
|
||||
else
|
||||
if entity_y(v.naija) < entity_y(me)-200 then
|
||||
entity_animate(me, "attackUp")
|
||||
v.attack = ATTACK_UP
|
||||
else
|
||||
entity_animate(me, "lungeBite")
|
||||
v.attack = ATTACK_DOWN
|
||||
end
|
||||
end
|
||||
elseif entity_isState(me, STATE_FIRE) then
|
||||
v.shotsFired = 0
|
||||
entity_animate(me, "firing")
|
||||
v.fireDelay = 4
|
||||
elseif entity_isState(me, STATE_MOVING) then
|
||||
if v.hits <= 1 then
|
||||
v.maxMove = v.maxMove2
|
||||
end
|
||||
entity_animate(me, "moveForward", LOOP_INF)
|
||||
if entity_x(v.orb) > entity_x(v.barrier) then
|
||||
entity_setPosition(me, entity_x(me)+(800/2), entity_y(me), 3.5/2)
|
||||
else
|
||||
entity_setPosition(me, entity_x(me)+800, entity_y(me), 3.5)
|
||||
end
|
||||
elseif entity_isState(me, STATE_MOVEBACK) then
|
||||
entity_animate(me, "moveBackward", LOOP_INF)
|
||||
|
||||
if entity_x(v.orb) > entity_x(v.barrier) then
|
||||
v.moveDelay = 999
|
||||
else
|
||||
v.moveDelay = v.moveDelay + 10
|
||||
end
|
||||
v.attackDelay = 0
|
||||
v.fireDelay = 0
|
||||
playSfx("EnergyBoss-Hurt", 900+math.random(200))
|
||||
entity_animate(me, "hurt")
|
||||
entity_setPosition(me, entity_x(me)-500, entity_y(me), 1.6)
|
||||
elseif entity_isState(me, STATE_HITBARRIER) then
|
||||
entity_stopInterpolating(me)
|
||||
playSfx("EnergyBoss-Die", 1100+math.random(200))
|
||||
entity_animate(me, "hitBarrier")
|
||||
|
||||
entity_spawnParticlesFromCollisionMask(me, "energyboss-hit", 4)
|
||||
elseif entity_isState(me, STATE_MOVEBACKFROMBARRIER) then
|
||||
--entity_animate(me, "idle", LOOP_INF)
|
||||
--entity_setPosition(me, entity_x(me)-(1500*0.80), entity_y(me), 2)
|
||||
local nodeName = string.format("bossbackloc%d", v.hits)
|
||||
debugLog(string.format("nodeName: %s", nodeName))
|
||||
local backNode = getNode(nodeName)
|
||||
entity_setPosition(me, node_x(backNode), entity_y(me), -800)
|
||||
elseif entity_isState(me, STATE_COLLAPSE) then
|
||||
clearShots()
|
||||
playSfx("EnergyBoss-Die", 1000)
|
||||
setFlag(FLAG_ENERGYBOSSDEAD, 1)
|
||||
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
|
||||
entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
|
||||
v.endTextDelay = 6.5
|
||||
|
||||
entity_spawnParticlesFromCollisionMask(me, "energyboss-hit", 4)
|
||||
|
||||
|
||||
fadeOutMusic(2)
|
||||
|
||||
entity_animate(me, "die")
|
||||
cam_toEntity(me)
|
||||
disableInput()
|
||||
--[[
|
||||
cam_toEntity(me)
|
||||
watch(4)
|
||||
voiceOnce("Naija_EnergyBossOver")
|
||||
cam_toEntity(getNaija())
|
||||
]]--
|
||||
elseif entity_isState(me, STATE_COLLAPSED) then
|
||||
v.orb = getEntityByID(4)
|
||||
v.holder = getEntityByID(3)
|
||||
if v.orb and v.holder then
|
||||
entity_setPosition(v.orb, entity_x(v.holder), entity_y(v.holder))
|
||||
end
|
||||
local collectibleNode = getNode("COLLECTIBLE")
|
||||
createEntity("CollectibleEnergyBoss", "", node_x(collectibleNode), node_y(collectibleNode))
|
||||
--debugLog("animating dead")
|
||||
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
|
||||
entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
|
||||
entity_animate(me, "dead")
|
||||
|
||||
--if entity_isFlag(me, 0) then
|
||||
|
||||
-- you can't beat the game without dual form
|
||||
-- and we don't want to stop the music when we're panning near the boss at the end of the game
|
||||
-- therefore: DO THIS:
|
||||
if not hasSong(SONG_DUALFORM) then
|
||||
fadeOutMusic(0.1)
|
||||
end
|
||||
--entity_setFlag(me, 1)
|
||||
--end
|
||||
elseif entity_isState(me, STATE_INTRO) then
|
||||
v.awoken = true
|
||||
playSfx("EnergyBoss-Die", 800)
|
||||
shakeCamera(10, 3)
|
||||
entity_stopInterpolating(me)
|
||||
entity_animate(me, "roar")
|
||||
overrideZoom(0.5, 1)
|
||||
|
||||
elseif entity_isState(me, STATE_APPEAR) then
|
||||
entity_animate(me, "eatOmpo")
|
||||
end
|
||||
end
|
||||
|
||||
function animationKey(me, key)
|
||||
if entity_isState(me, STATE_APPEAR) then
|
||||
if key == 5 then
|
||||
local x, y = bone_getWorldPosition(v.bone_claw)
|
||||
spawnParticleEffect("Dirt", x,y)
|
||||
playSfx("RockHit-Big")
|
||||
elseif key == 7 then
|
||||
playSfx("Bite")
|
||||
elseif key == 9 then
|
||||
playSfx("Bite")
|
||||
elseif key == 15 then
|
||||
local x, y = bone_getWorldPosition(v.bone_claw)
|
||||
spawnParticleEffect("Dirt", x,y)
|
||||
--playSfx("RockHit-Big")
|
||||
elseif key == 16 then
|
||||
playSfx("Gulp")
|
||||
elseif key == 17 then
|
||||
local x, y = bone_getWorldPosition(v.bone_claw)
|
||||
spawnParticleEffect("Dirt", x,y)
|
||||
playSfx("RockHit-Big")
|
||||
end
|
||||
|
||||
return
|
||||
end
|
||||
if entity_isState(me, STATE_COLLAPSE) then
|
||||
if key == 9 then
|
||||
playSfx("BossDieSmall")
|
||||
fade2(0.5, 0, 1, 1, 1)
|
||||
fade2(0, 1, 1, 1, 1)
|
||||
end
|
||||
if key == 11 then
|
||||
playSfx("BossDieSmall")
|
||||
fade2(0.2, 0, 1, 1, 1)
|
||||
fade2(0, 1, 1, 1, 1)
|
||||
entity_spawnParticlesFromCollisionMask(me, "energyboss-hit", 4)
|
||||
end
|
||||
else
|
||||
if v.attack == ATTACK_DOWN then
|
||||
if entity_isState(me, STATE_ATTACK) and key == 4 then
|
||||
local x, y = bone_getWorldPosition(v.bone_claw)
|
||||
spawnParticleEffect("Dirt", x,y)
|
||||
playSfx("RockHit-Big")
|
||||
shakeCamera(15, 0.5)
|
||||
end
|
||||
elseif v.attack == ATTACK_UP then
|
||||
if entity_isState(me, STATE_ATTACK) and key == 4 then
|
||||
local x, y = bone_getWorldPosition(v.bone_claw)
|
||||
spawnParticleEffect("Dirt", x,y)
|
||||
playSfx("RockHit-Big")
|
||||
shakeCamera(15, 0.5)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function exitState(me)
|
||||
if entity_isState(me, STATE_HITBARRIER) then
|
||||
entity_setState(me, STATE_MOVEBACKFROMBARRIER)
|
||||
elseif entity_isState(me, STATE_MOVING) then
|
||||
v.moveDelay = 4
|
||||
end
|
||||
end
|
||||
|
||||
function activate(me)
|
||||
end
|
||||
|
||||
function hitSurface(me)
|
||||
end
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue