mirror of
https://github.com/AquariaOSE/Aquaria.git
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Move scripts to files, to make automated overriding easier
This commit is contained in:
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373ccff7e4
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782 changed files with 0 additions and 0 deletions
522
files/scripts/entities/crabboss.lua
Normal file
522
files/scripts/entities/crabboss.lua
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@ -0,0 +1,522 @@
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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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-- BIG MAUL
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-- ================================================================================================
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v.leftArmHealth = 16
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v.rightArmHealth = 16
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v.squidHealth = 16
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v.stunTime = 3
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v.n = 0
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v.fireDelay = 4
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v.ahitsMax = 6
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v.ahits = v.ahitsMax
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local LAYER_LEFTARM = 1
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local LAYER_RIGHTARM = 2
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local LAYER_LEGSANDBODY = 3
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local STATE_BASIC = 1000
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local STATE_STUNNED = 1001
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local STATE_POWER = 1002
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local STATE_LEFTCLAWSWIPE = 1003
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local STATE_RIGHTCLAWSWIPE = 1004
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local STATE_JUMP = 1005
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local STATE_TEABAG = 1006
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local STATE_WAITFORSTART = 1007
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local STATE_JUMPPREP = 1008
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local STATE_FIRING = 1009
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v.leftArmAlive = true
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v.rightArmAlive = true
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v.fireLoc = 0
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v.leftClawBone = 0
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v.rightClawBone = 0
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v.leftClawPincerBone = 0
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v.rightClawPincerBone = 0
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v.actionDelay = 0
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v.naija = 0
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v.moveTimer = 0
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v.movingRight = true
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v.leftNode = 0
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v.rightNode = 0
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v.jumpTimer = 0
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v.bone_la = 0
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v.bone_ra = 0
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v.bone_lw = 0
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v.bone_rw = 0
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v.bone_squid = 0
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v.inity = 0
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v.leave = 0
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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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0, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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0, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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90, -- sprite width
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90, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = 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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)
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entity_setHealth(me, 16)
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entity_scale(me, 1.5, 1.5)
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entity_initSkeletal(me, "CrabBoss")
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entity_setState(me, STATE_WAITFORSTART)
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entity_setCull(me, false)
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v.leftNode = getNode("CRABBOUNDLEFT")
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v.rightNode = getNode("CRABBOUNDRIGHT")
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--entity_setTouchDamage(me, 1)
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--entity_setTouchPush(me, 1)
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entity_setWeight(me, 800)
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entity_setMaxSpeed(me, 2000)
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entity_generateCollisionMask(me)
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v.leftClawBone = entity_getBoneByName(me, "LeftClaw")
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v.rightClawBone = entity_getBoneByName(me, "RightClaw")
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v.leftClawPincerBone = entity_getBoneByName(me, "LeftClawPincer")
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v.rightClawPincerBone = entity_getBoneByName(me, "RightClawPincer")
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v.fireLoc = entity_getBoneByName(me, "FireLoc")
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v.naija = getEntity("Naija")
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v.bone_la = entity_getBoneByName(me, "LeftAntenna")
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v.bone_ra = entity_getBoneByName(me, "RightAntenna")
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v.bone_lw = entity_getBoneByName(me, "LeftArmWeakPoint")
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v.bone_rw = entity_getBoneByName(me, "RightArmWeakPoint")
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v.bone_squid = entity_getBoneByName(me, "Squid")
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esetv(me, EV_WALLOUT, 300)
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esetv(me, EV_SWITCHCLAMP, 0)
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entity_setTargetRange(me, 600)
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entity_setDeathScene(me, true)
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loadSound("BossDieSmall")
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loadSound("BossDieBig")
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entity_setDamageTarget(me, DT_AVATAR_SEED, true)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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end
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function postInit(me)
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v.inity = entity_y(me)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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v.leave = getNode("LEAVE")
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end
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v.wasMoving = false
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function update(me, dt)
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if entity_isState(me, STATE_WAITFORSTART) then
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if entity_isEntityInRange(me, v.naija, 2000) then
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entity_setState(me, STATE_BASIC)
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playMusic("MiniBoss")
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end
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return
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end
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if node_isEntityIn(v.leave, v.n) then
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updateMusic()
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entity_setState(me, STATE_WAITFORSTART)
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end
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overrideZoom(0.45)
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if v.actionDelay > 0 then
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v.actionDelay = v.actionDelay - dt
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end
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if v.jumpTimer > 0 then
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v.jumpTimer = v.jumpTimer - dt
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end
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if entity_isState(me, STATE_JUMP) then
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if v.jumpTimer > 0 then
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entity_addVel(me,0,-1000)
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end
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entity_updateMovement(me, dt)
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end
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if entity_isState(me, STATE_LEFTCLAWSWIPE) and (not entity_isAnimating(me, LAYER_LEFTARM)) then
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entity_setState(me, STATE_BASIC)
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end
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if entity_isState(me, STATE_RIGHTCLAWSWIPE) and (not entity_isAnimating(me, LAYER_RIGHTARM)) then
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entity_setState(me, STATE_BASIC)
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end
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if entity_isState(me, STATE_TEABAG) and (not entity_isAnimating(me)) then
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entity_setState(me, STATE_BASIC)
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end
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if v.naija ~= 0 then
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if entity_isState(me, STATE_BASIC) then
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--entity_rotateToSurfaceNormal(me, 0.1, 20)
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local moving = false
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local moveDir
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if entity_x(v.naija) > entity_x(me) + 256 and entity_x(me) < node_x(v.rightNode) then
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moving = true
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moveDir = 1
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--entity_switchSurfaceDirection(me, 0)
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--entity_rotateToSurfaceNormal(me, 1)
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elseif entity_x(v.naija) < entity_x(me) - 256 and entity_x(me) > node_x(v.leftNode) then
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moving = true
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moveDir = -1
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--entity_switchSurfaceDirection(me, 1)
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--entity_rotateToSurfaceNormal(me, 1)
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end
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if not moving then
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if not v.leftArmAlive and not v.rightArmAlive then
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if entity_x(v.naija) > entity_x(me)-256 and entity_x(v.naija) < entity_x(me)+256 then
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if entity_y(v.naija) < entity_y(me)-512 then
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entity_setState(me, STATE_JUMPPREP)
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end
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--[[
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elseif entity_y(v.naija) > entity_y(me)-128 then
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entity_setState(me, STATE_TEABAG)
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end
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]]--
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end
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end
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end
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if moving then
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--debugLog("Moving")
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--entity_moveAlongSurface(me, dt, 300, 6, 200) --64 (32)
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entity_setPosition(me, entity_x(me)+moveDir*300*dt, entity_y(me))
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end
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if moving and not v.wasMoving then
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entity_animate(me, "walk", -1, LAYER_LEGSANDBODY)
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elseif not moving and v.wasMoving then
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entity_animate(me, "idle", -1, LAYER_LEGSANDBODY)
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end
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v.wasMoving = moving
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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entity_setState(me, STATE_FIRING)
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end
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-- dt, pixelsPerSecond, climbHeight, outfromwall
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--[[
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v.moveTimer = v.moveTimer + dt
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if v.moveTimer > 5 then
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entity_switchSurfaceDirection(me)
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v.moveTimer = 0
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end
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]]--
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else
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--[[
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if not (entity_isState(me, STATE_LEFTCLAWSWIPE) or entity_isState(me, STATE_RIGHTCLAWSWIPE) or entity_isState(me, STATE_STUNNED)) then
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entity_animate(me, "idle", -1, LAYER_LEGSANDBODY)
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v.wasMoving = false
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end
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]]--
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end
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if entity_isState(me, STATE_BASIC) then
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local didArmAttack = false
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if v.leftArmHealth > 0 then
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if entity_x(v.naija) < entity_x(me)-64 and entity_isEntityInRange(me, v.naija, 680) and entity_y(v.naija) > entity_y(me)-200 then
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entity_setState(me, STATE_LEFTCLAWSWIPE)
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didArmAttack = true
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end
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end
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if not didArmAttack and v.rightArmHealth > 0 then
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if entity_x(v.naija) > entity_x(me)+64 and entity_isEntityInRange(me, v.naija, 680) and entity_y(v.naija) > entity_y(me)-200 then
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entity_setState(me, STATE_RIGHTCLAWSWIPE)
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didArmAttack = true
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end
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end
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end
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end
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entity_handleShotCollisionsSkeletal(me)
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local bone = entity_collideSkeletalVsCircle(me, v.naija)
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if bone ~= 0 then
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avatar_fallOffWall()
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if entity_x(v.naija) < entity_x(me) then
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--entity_push(v.naija, -1200, -100, 0.5)
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entity_addVel(v.naija, -1200, -100)
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else
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entity_addVel(v.naija, 1200, -100)
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--entity_push(v.naija, 1200, -100, 0.5)
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end
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entity_damage(v.naija, me, 1)
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end
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entity_clearTargetPoints(me)
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if entity_isState(me, STATE_JUMP) then
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local vx = entity_velx(me)
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local vy = entity_vely(me)
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if vx ~= 0 then
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local len = vector_getLength(vx, vy)
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vx, vy = vector_setLength(0, vy, len)
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entity_clearVel(me)
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entity_addVel(me, vx, vy)
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end
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entity_addTargetPoint(me, bone_getWorldPosition(v.bone_squid))
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elseif not entity_isState(me, STATE_STUNNED) then
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entity_addTargetPoint(me, bone_getWorldPosition(v.bone_la))
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entity_addTargetPoint(me, bone_getWorldPosition(v.bone_ra))
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else
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entity_addTargetPoint(me, bone_getWorldPosition(v.bone_lw))
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entity_addTargetPoint(me, bone_getWorldPosition(v.bone_rw))
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end
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end
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--[[
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v.rightClawHealth = v.rightClawHealth - dmg
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if v.rightClawHealth < 0 then
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entity_toggleBone(me, bone, 0)
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end
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]]--
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function damage(me, attacker, bone, dtype, dmg)
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if entity_isState(me, STATE_JUMPPREP) then
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return false
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end
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if bone ~= 0 then
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if bone_isName(bone, "LeftAntenna") or bone_isName(bone, "RightAntenna") then
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if not entity_isState(me, STATE_STUNNED) and not entity_isState(me, STATE_JUMP)
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and (v.leftArmHealth>0 or v.rightArmHealth>0) then
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v.ahits = v.ahits - dmg
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bone_damageFlash(bone)
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if v.ahits <= 0 then
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debugLog("state stunned")
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entity_setState(me, STATE_STUNNED, v.stunTime)
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v.ahits = v.ahitsMax
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end
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end
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elseif bone_isName(bone, "RightArmWeakPoint") or bone_isName(bone, "LeftArmWeakPoint") then
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if entity_isState(me, STATE_STUNNED) then
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if bone_isName(bone, "LeftArmWeakPoint") then
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v.leftArmHealth = v.leftArmHealth - dmg
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for i=30,33 do
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bone_damageFlash(entity_getBoneByIdx(me, i))
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end
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if v.leftArmHealth <= 0 then
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v.leftArmAlive = false
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-- [30 - 33]
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for i=30,33 do
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bone_setVisible(entity_getBoneByIdx(me, i), false)
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end
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end
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end
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if bone_isName(bone, "RightArmWeakPoint") then
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v.rightArmHealth = v.rightArmHealth - dmg
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for i=26,29 do
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bone_damageFlash(entity_getBoneByIdx(me, i))
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end
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debugLog(string.format("rightArmHealth: %d", v.rightArmHealth))
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if v.rightArmHealth <= 0 then
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v.rightArmAlive = false
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-- [26 - 29]
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for i=26,29 do
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bone_setVisible(entity_getBoneByIdx(me, i), false)
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end
|
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end
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end
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bone_damageFlash(bone)
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--entity_setState(me, STATE_BASIC)
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end
|
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elseif bone_isName(bone, "Squid") then
|
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if dtype == DT_AVATAR_VINE then
|
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--entity_changeHealth(me, 0.5)
|
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if not entity_isState(me, STATE_JUMPPREP) and not entity_isState(me, STATE_JUMP) then
|
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entity_setState(me, STATE_JUMPPREP)
|
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end
|
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end
|
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bone_damageFlash(bone)
|
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--[[
|
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bone_damageFlash(bone)
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|
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v.squidHealth = v.squidHealth - dmg
|
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if v.squidHealth <= 0 then
|
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msg ("Killed Squid")
|
||||
|
||||
end
|
||||
]]--
|
||||
return true
|
||||
end
|
||||
return false
|
||||
else
|
||||
return false
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
function enterState(me)
|
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if entity_isState(me, STATE_BASIC) then
|
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entity_setDamageTarget(me, DT_AVATAR_VINE, true)
|
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entity_animate(me, "idle", LOOP_INF)
|
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--bone_setTouchDamage(v.leftClawBone, 0)
|
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--bone_setTouchDamage(v.rightClawBone, 0)
|
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elseif entity_isState(me, STATE_STUNNED) then
|
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entity_stopAllAnimations(me)
|
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entity_animate(me, "stunned", LOOP_INF)
|
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elseif entity_isState(me, STATE_LEFTCLAWSWIPE) then
|
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entity_animate(me, "ArmSwipe", 0, LAYER_LEFTARM)
|
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--bone_setTouchDamage(v.leftClawBone, 1)
|
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elseif entity_isState(me, STATE_RIGHTCLAWSWIPE) then
|
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entity_animate(me, "ArmSwipe", 0, LAYER_RIGHTARM)
|
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--bone_setTouchDamage(v.rightClawBone, 1)
|
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elseif entity_isState(me, STATE_JUMP) then
|
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entity_setDamageTarget(me, DT_AVATAR_VINE, false)
|
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--entity_applySurfaceNormalForce(me, 4)
|
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entity_addVel(me,0,-2000)
|
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v.jumpTimer = 0
|
||||
entity_adjustPositionBySurfaceNormal(me, 8)
|
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entity_rotate(me, 0, 0.5)
|
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elseif entity_isState(me, STATE_TEABAG) then
|
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entity_stopAllAnimations(me)
|
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entity_animate(me, "teabag")
|
||||
elseif entity_isState(me, STATE_JUMPPREP) then
|
||||
entity_setStateTime(me, entity_animate(me, "jumpPrep"))
|
||||
elseif entity_isState(me, STATE_FIRING) then
|
||||
entity_setStateTime(me, entity_animate(me, "firing"))
|
||||
elseif entity_isState(me, STATE_DEATHSCENE) then
|
||||
clearShots()
|
||||
entity_stopInterpolating(me)
|
||||
entity_setStateTime(me, 99)
|
||||
fadeOutMusic(6)
|
||||
entity_idle(v.naija)
|
||||
entity_setInvincible(v.naija, true)
|
||||
cam_toEntity(me)
|
||||
entity_setInternalOffset(me, 0, 0)
|
||||
entity_setInternalOffset(me, 10, 0, 0.1, -1, 1)
|
||||
watch(1)
|
||||
playSfx("BossDieSmall")
|
||||
fade(1, 0.2, 1, 1, 1)
|
||||
watch(0.2)
|
||||
fade(0, 0.5, 1, 1, 1)
|
||||
watch(0.5)
|
||||
watch(1)
|
||||
playSfx("BossDieSmall")
|
||||
fade(1, 0.2, 1, 1, 1)
|
||||
watch(0.2)
|
||||
fade(0, 0.5, 1, 1, 1)
|
||||
watch(0.5)
|
||||
playSfx("BossDieSmall")
|
||||
fade(1, 0.2, 1, 1, 1)
|
||||
watch(0.2)
|
||||
fade(0, 0.5, 1, 1, 1)
|
||||
watch(0.5)
|
||||
entity_setInternalOffset(me, 0, 0)
|
||||
entity_setInternalOffset(me, 20, 0, 0.05, -1, 1)
|
||||
playSfx("BossDieBig")
|
||||
fade(1, 1, 1, 1, 1)
|
||||
watch(1.2)
|
||||
fade(0, 0.5, 1, 1, 1)
|
||||
|
||||
cam_toEntity(v.naija)
|
||||
entity_setInvincible(v.naija, false)
|
||||
pickupGem("Boss-RockCrab")
|
||||
overrideZoom(0, 1)
|
||||
entity_setStateTime(me, 0.1)
|
||||
entity_setState(me, STATE_DEAD, -1, 1)
|
||||
end
|
||||
end
|
||||
|
||||
function exitState(me)
|
||||
if entity_isState(me, STATE_STUNNED) then
|
||||
entity_setState(me, STATE_BASIC)
|
||||
elseif entity_isState(me, STATE_JUMPPREP) then
|
||||
entity_setState(me, STATE_JUMP)
|
||||
elseif entity_isState(me, STATE_BASIC) then
|
||||
entity_animate(me, "idle", -1, LAYER_LEGSANDBODY)
|
||||
v.wasMoving = false
|
||||
elseif entity_isState(me, STATE_FIRING) then
|
||||
entity_setState(me, STATE_BASIC, -1)
|
||||
v.fireDelay = math.random(3) + 2
|
||||
end
|
||||
end
|
||||
|
||||
function activate(me)
|
||||
end
|
||||
|
||||
function animationKey(me, key)
|
||||
if entity_isState(me, STATE_FIRING) then
|
||||
if key == 2 or key == 4 or key == 6 then
|
||||
local x, y = entity_getPosition(v.n)
|
||||
local bx, by = bone_getWorldPosition(v.fireLoc)
|
||||
x = x - bx
|
||||
y = y - by
|
||||
x, y = vector_setLength(x, y, 100)
|
||||
|
||||
local s = createShot("CrabBoss", me, entity_getTarget(me), bx, by)
|
||||
if key == 2 then
|
||||
shot_setAimVector(s, -50*0.5 + x*0.5, -100*0.5 + y*0.5)
|
||||
elseif key == 4 then
|
||||
shot_setAimVector(s, 0+x*0.5, -100*0.5+y*0.5)
|
||||
elseif key == 6 then
|
||||
shot_setAimVector(s, 50*0.5+x*0.5, -100*0.5 + y*0.5)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function hitSurface(me)
|
||||
if entity_y(me) >= v.inity then
|
||||
entity_setPosition(me, entity_x(me), v.inity)
|
||||
entity_setState(me, STATE_TEABAG)
|
||||
end
|
||||
--[[
|
||||
if entity_isState(me, STATE_JUMP) then
|
||||
entity_clampToSurface(me)
|
||||
--entity_moveAlongSurface(me, dt, 1, 6, 200)
|
||||
entity_setState(me, STATE_TEABAG)
|
||||
end
|
||||
]]--
|
||||
end
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue