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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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159
game_scripts/scripts/entities/phonograph.lua
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159
game_scripts/scripts/entities/phonograph.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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-- ================================================================================================
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-- PHONOGRAPH
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-- ================================================================================================
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.activeTimer = 0
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v.noteToPlay = 0
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v.noteDelay = 0
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v.singer = true
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v.singTimer = 0
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v.bubbles = 0
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v.body = 0
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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function init(me)
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setupBasicEntity(
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me,
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"", -- texture
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3, -- health
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2, -- manaballamount
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2, -- exp
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10, -- money
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16, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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256, -- sprite width
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256, -- sprite height
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1, -- particle "explosion" type, 0 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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4000, -- updateCull -1: disabled, default: 4000
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0
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)
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entity_initSkeletal(me, "Phonograph")
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entity_setEntityType(me, ET_NEUTRAL)
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entity_animate(me, "idle", -1)
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v.bubbles = entity_getBoneByName(me, "Bubbles")
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v.body = entity_getBoneByName(me, "Body")
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--[[
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for i=0,7 do
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loadSound(getNoteName(i, "low-"))
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end
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]]--
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end
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function postInit(me)
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if v.singer then
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local e = getFirstEntity()
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while e ~= 0 do
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if e ~= me and entity_isName(e, entity_getName(me)) and entity_isEntityInRange(me, e, 1024) then
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entity_msg(e, "no-sing")
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end
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e = getNextEntity()
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end
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end
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end
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function songNote(me, note)
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if entity_isEntityInRange(me, getNaija(), 600) then
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v.noteToPlay = note
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v.noteDelay = 0.2
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end
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end
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function songNoteDone(me, note)
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end
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function update(me, dt)
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if v.noteDelay > 0 then
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v.noteDelay = v.noteDelay - dt
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if v.noteDelay < 0 then
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if v.singer then
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entity_sound(me, getNoteName(v.noteToPlay, "low-"), 1, 2)
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end
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if v.activeTimer == 0 then
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debugLog("bone segs")
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bone_setSegs(v.body, 2, 8, 0.7, 0.1, -0.018, 0, 10, 1)
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end
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v.activeTimer = 2
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end
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end
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if v.activeTimer > 0 then
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v.singTimer = v.singTimer + dt
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if v.singTimer > 0.8 then
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local x, y = bone_getWorldPosition(v.bubbles)
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spawnParticleEffect("bubble-release", x, y)
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v.singTimer = 0
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end
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v.activeTimer = v.activeTimer - dt
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if v.activeTimer < 0 then
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v.activeTimer = 0
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bone_setSegs(v.body, 2, 8, 0.7, 0.1, -0.018, 0, 2, 1)
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end
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end
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if v.activeTimer == 0 then
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v.singTimer = v.singTimer - dt * 2
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if v.singTimer < 0 then
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v.singTimer = 0
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end
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end
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end
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function enterState(me)
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end
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function hitSurface(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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return false
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end
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function exitState(me)
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end
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function msg(me, msg)
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if msg == "no-sing" then
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debugLog("no sing")
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v.singer = false
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end
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end
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