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
487
files/scripts/entities/mermanthin.lua
Normal file
487
files/scripts/entities/mermanthin.lua
Normal file
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@ -0,0 +1,487 @@
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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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-- Merman / Thin
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-- ================================================================================================
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v.swimTime = 0
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v.swimTimer = v.swimTime - v.swimTime/4
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v.dirTimer = 0
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v.dir = 0
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v.playedSound = false
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v.attackDelay = 0
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v.maxAttackDelay = 1
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local STATE_HANG = 1000
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local STATE_SWIM = 1001
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local STATE_BURST = 1002
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local STATE_WALL = 1003
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local STATE_WALLBURST = 1004
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v.burstDelay = 0
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v.checkSurfaceDelay = 0
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v.bloatTimer = 0
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v.lastx = 0
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v.lasty = 0
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v.bloated = false
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function init(me)
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v.soundDelay = math.random(4)
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v.playSoundDelay = math.random(300)/300.0
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setupBasicEntity(me,
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"", -- texture
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9, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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30, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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64, -- sprite width
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64, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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1, -- 0/1 hit other entities off/on (uses collideRadius)
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2000 -- updateCull -1: disabled, default: 4000
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)
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entity_initSkeletal(me, "MermanThin")
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entity_setDeathParticleEffect(me, "TinyGreenExplode")
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entity_setState(me, STATE_IDLE)
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entity_setTarget(me, getNaija())
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entity_setDropChance(me, 40, 1)
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entity_scale(me, 0.75, 0.75)
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entity_setBeautyFlip(me, false)
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esetv(me, EV_WALLOUT, 32)
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--[[
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r = math.random(100)/200.0
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r = r* 0.25
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r = r - 0.15
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entity_scale(me, 0.75+r, 0.75+r)
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typ = math.random(4)
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if typ<=2 then
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entity_color(me, 1, 1, 1)
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elseif typ==3 then
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entity_color(me, 0.75, 0.75, 1)
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elseif typ==4 then
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entity_color(me, 1, 0.75, 0.75)
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end
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]]--
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loadSound("Merman-Cry")
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loadSound("Merman-Idle")
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loadSound("merman-bloat-explode")
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entity_setDeathScene(me, true)
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entity_setDamageTarget(me, DT_ENEMY_POISON, false)
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--esetv(me, EV_TYPEID, EVT_MERMANTHIN)
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end
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function postInit(me)
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--checkSurface(me)
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local node = entity_getNearestNode(me, "bloatup")
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if node ~= 0 and node_isEntityIn(node, me) then
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entity_setState(me, STATE_BLOATED, -1, 1)
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end
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local node = entity_getNearestNode(me, "sitstill")
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if node ~= 0 and node_isEntityIn(node, me) then
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entity_setMaxSpeed(me, 0.01)
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end
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end
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--[[
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function checkSurface(me)
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if entity_isNearObstruction(me, 3, OBSCHECK_4DIR) then
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v.checkSurfaceDelay = math.random(3)+1
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if entity_clampToSurface(me, 0.5, 3) then
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entity_setState(me, STATE_WALL, 2 + math.random(2))
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else
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v.checkSurfaceDelay = 0.1
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end
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end
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end
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]]--
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function update(me, dt)
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local amt = 800
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if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_WALL) or entity_isState(me, STATE_SWIM) then
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v.soundDelay = v.soundDelay - dt
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if v.soundDelay < 0 then
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v.soundDelay = math.random(4)+2
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entity_sound(me, "Merman-Idle", 1000+math.random(100))
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end
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end
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if v.burstDelay > 0 then
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v.burstDelay = v.burstDelay - dt
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end
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entity_updateCurrents(me, dt)
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if entity_isState(me, STATE_BLOATED) then
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v.dirTimer = v.dirTimer + dt
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if v.dirTimer > 2 then
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v.dirTimer = 0
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if v.dir > 0 then
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v.dir = 0
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else
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v.dir = 1
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end
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end
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local spd = 200
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if v.dir > 0 then
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spd = -spd
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end
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entity_addVel(me, spd*dt, 0)
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entity_doEntityAvoidance(me, dt, 256, 0.1)
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entity_doCollisionAvoidance(me, dt, 6, 0.5)
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if not entity_isBeingPulled(me) then
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v.bloatTimer = v.bloatTimer + dt
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if v.bloatTimer > 0.5 then
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spawnParticleEffect("gaspoof", entity_x(me), entity_y(me))
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--createShot( "bloatgasshot", me, getNaija())
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v.bloatTimer = 0
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end
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else
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v.bloatTimer = -3
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end
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end
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if entity_isState(me, STATE_IDLE) then
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entity_rotate(me, 0, 0.2)
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entity_updateCurrents(me)
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v.timer = v.timer + dt
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if v.timer > 2 then
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v.timer = 0
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if not entity_hasTarget(me) then
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entity_findTarget(me, 2000)
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end
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if entity_hasTarget(me) then
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entity_setState(me, STATE_SWIM)
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end
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entity_addVel(me, 0, -100*dt)
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end
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end
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if not v.playedSound and entity_isEntityInRange(me, getNaija(), 800) then
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v.playSoundDelay = v.playSoundDelay - dt
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if v.playSoundDelay < 0 then
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v.playedSound = true
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entity_sound(me, "Merman-Cry", 1000 + math.random(100))
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v.playSoundDelay = 0
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end
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end
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if entity_isState(me, STATE_SWIM) then
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v.timer = v.timer + dt
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if v.timer > 5 then
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entity_setState(me, STATE_IDLE)
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end
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if entity_hasTarget(me) then
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entity_moveTowardsTarget(me, dt, 800)
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entity_doCollisionAvoidance(me, dt, 3, 0.5)
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else
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entity_setState(me, STATE_IDLE)
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end
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entity_rotateToVel(me, 0)
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entity_doEntityAvoidance(me, dt, 256, 0.1)
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end
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if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_SWIM) then
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v.checkSurfaceDelay = v.checkSurfaceDelay + dt
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if v.checkSurfaceDelay > 5 then
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--debugLog("MermanThin: checking surface")
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if entity_checkSurface(me, 6, STATE_WALL, math.random(2)+2) then
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--debugLog("MermanThin: successful clamp!")
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else
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entity_doCollisionAvoidance(me, dt, 2, 0.5)
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v.checkSurfaceDelay = 4.9
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end
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--v.checkSurfaceDelay = 0
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else
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entity_doCollisionAvoidance(me, dt, 2, 0.5)
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end
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end
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if entity_isState(me, STATE_BURST) or entity_isState(me, STATE_WALLBURST) then
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entity_rotateToVel(me, 0)
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end
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if entity_isBeingPulled(me) then
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entity_setMaxSpeedLerp(me, 2, 0.1)
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else
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entity_setMaxSpeedLerp(me, 1, 0.1)
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end
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--[[
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if not entity_hasTarget(me) then
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entity_findTarget(me, 500)
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else
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v.swimTimer = v.swimTimer + dt
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if v.swimTimer > v.swimTime then
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entity_moveTowardsTarget(me, 1, amt)
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if not entity_isNearObstruction(getNaija(), 8) then
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entity_doCollisionAvoidance(me, 1, 6, 0.5)
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end
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entity_doSpellAvoidance(me, 1, 256, 0.2)
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entity_doEntityAvoidance(me, 1, 256, 0.2)
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entity_rotateToVel(me, 0.1)
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v.swimTimer = v.swimTimer - v.swimTime
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entity_animate(me, "swim", LOOP_INF)
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else
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entity_moveTowardsTarget(me, dt, 400)
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entity_doEntityAvoidance(me, dt, 64, 0.1)
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--if not entity_isNearObstruction(getNaija(), 8) then
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entity_doCollisionAvoidance(me, dt, 6, 0.5)
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if entity_getAnimationName(me, 0)~="idle" then
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entity_animate(me, "idle", LOOP_INF)
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end
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--end
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end
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entity_findTarget(me, 800)
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end
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]]--
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if not entity_isState(me, STATE_WALL) then
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entity_doFriction(me, dt, 100)
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if entity_isBeingPulled(me) then
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--entity_flipToEntity(me, v.n)
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entity_doCollisionAvoidance(me, dt, 5, 0.5)
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else
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entity_flipToVel(me)
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end
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entity_updateMovement(me, dt)
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else
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-- on wall
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entity_moveAlongSurface(me, dt, 350, 6)
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entity_rotateToSurfaceNormal(me)
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--[[
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if entity_x(me) == v.lastx and entity_y(me) == v.lasty then
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entity_setState(me, STATE_WALLBURST)
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end
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]]--
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end
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if not entity_isState(me, STATE_WALL) then
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if v.attackDelay < v.maxAttackDelay then
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v.attackDelay = v.attackDelay + dt
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else
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if entity_isEntityInRange(me, entity_getTarget(me), 128) then
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entity_animate(me, string.format("attack%d", math.random(3)), 0, LAYER_UPPERBODY)
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v.attackDelay = 0
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end
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end
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end
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if not entity_isBeingPulled(me) then
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local attacked = false
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if not entity_isState(me, STATE_BLOATED) then
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attacked = entity_touchAvatarDamage(me, 32, 1, 1200)
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else
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if v.bloatTimer >= 0 then
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attacked = entity_touchAvatarDamage(me, 96, 0.5, 1200)
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end
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end
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end
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entity_handleShotCollisions(me)
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v.lastx = entity_x(me)
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v.lasty = entity_y(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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if damageType == DT_ENEMY_GAS then
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if not entity_isState(me, STATE_BLOATED) then
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--and not entity_isState(me, STATE_WALL)
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spawnParticleEffect("Swell", entity_x(me), entity_y(me))
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entity_setState(me, STATE_BLOATED)
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shakeCamera(3, 1)
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else
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return false
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end
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end
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if entity_isState(me, STATE_BLOATED) then
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if attacker == getNaija() then
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entity_sound(me, "noeffect")
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return false
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end
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end
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if damageType == DT_ENEMY_POISON or damageType == DT_ENEMY_ACTIVEPOISON then
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return false
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end
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if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_SWIM) then
|
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if (entity_isState(me, STATE_IDLE) or v.burstDelay <= 0) and damageType == DT_AVATAR_ENERGYBLAST then
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entity_setState(me, STATE_BURST, 0.5)
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end
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end
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if damageType == DT_ENEMY_BEAM then
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-- do more damage?
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--entity_changeHealth(me, -dmg*2)
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end
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--entity_sound(me, "MermanHit", 980+math.random(40))
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return true
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end
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function enterState(me)
|
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v.timer = 0
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if entity_getState(me)==STATE_IDLE then
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--debugLog("MermanThin: STATE_IDLE")
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entity_setProperty(me, EP_MOVABLE, false)
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entity_setMaxSpeed(me, 600)
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entity_animate(me, "idle", LOOP_INF)
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elseif entity_isState(me, STATE_DEATHSCENE) then
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entity_setStateTime(me, 1)
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entity_setColor(me, 0, 0, 0, 0.5)
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--entity_setAnimLayerTimeMult(me, 0, 2)
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elseif entity_getState(me)==STATE_BLOATED then
|
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--[[
|
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if isMapName("Cathedral04") then
|
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node = getNode("BLOATEDPOS")
|
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entity_setPosition(me, node_x(node), node_y(node), 1, 0, 0, 1)
|
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end
|
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]]--
|
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v.bloated = true
|
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entity_setProperty(me, EP_MOVABLE, true)
|
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--entity_applySurfaceNormalForce(me, 1000)
|
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--entity_setWeight(me, 10)
|
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entity_initSkeletal(me, "MermanBloated")
|
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entity_rotate(me,0,0.5)
|
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entity_setMaxSpeed(me, 200)
|
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entity_animate(me, "idle", LOOP_INF)
|
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entity_setDropChance(me, 0)
|
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entity_adjustPositionBySurfaceNormal(me, 64)
|
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entity_setDeathScene(me, false)
|
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entity_setDeathParticleEffect(me, "mermanexplode")
|
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entity_setDeathSound(me, "merman-bloat-explode")
|
||||
|
||||
entity_setDamageTarget(me, DT_AVATAR_PET, false)
|
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entity_setDamageTarget(me, DT_ENEMY_POISON, false)
|
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|
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entity_sound(me, "merman-bloat-explode")
|
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|
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elseif entity_getState(me)==STATE_SWIM then
|
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entity_animate(me, "swim", LOOP_INF)
|
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elseif entity_isState(me, STATE_WALL) then
|
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debugLog("MermanThin: STATE_WALL")
|
||||
entity_clearVel(me)
|
||||
entity_clampToSurface(me)
|
||||
entity_stopAllAnimations(me)
|
||||
|
||||
--[[
|
||||
side = false
|
||||
if entity_x(getNaija()) < entity_x(me) then
|
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side = false
|
||||
else
|
||||
side = true
|
||||
end
|
||||
|
||||
a = entity_getRotation(me)
|
||||
if a > 90 and a < 360-90 then
|
||||
side = not side
|
||||
end
|
||||
]]--
|
||||
if chance(50) then
|
||||
entity_switchSurfaceDirection(me, 1)
|
||||
if entity_isFlippedHorizontal(me) then
|
||||
entity_flipHorizontal(me)
|
||||
end
|
||||
else
|
||||
entity_switchSurfaceDirection(me, 0)
|
||||
if not entity_isFlippedHorizontal(me) then
|
||||
entity_flipHorizontal(me)
|
||||
end
|
||||
end
|
||||
entity_animate(me, "wall", LOOP_INF)
|
||||
elseif entity_getState(me)==STATE_BURST then
|
||||
v.burstDelay = 6
|
||||
entity_animate(me, "burst")
|
||||
--[[
|
||||
entity_doSpellAvoidance(me, 1, 256, 1.0)
|
||||
entity_doEntityAvoidance(me, 1, 256, 1.0)
|
||||
entity_doCollisionAvoidance(me, 1, 256, 1.0)
|
||||
]]--
|
||||
entity_setMaxSpeedLerp(me, 2, 0.1)
|
||||
entity_moveTowardsTarget(me, 1, 1000)
|
||||
elseif entity_getState(me)==STATE_WALLBURST then
|
||||
--entity_applySurfaceNormalForce(me, 1000)
|
||||
local vx, vy = entity_getNormal(me)
|
||||
vx = vx * 1000
|
||||
vy = vy * 1000
|
||||
entity_clearVel(me)
|
||||
entity_addVel(me, vx, vy)
|
||||
--debugLog(string.format("v(%f, %f)", vx, vy))
|
||||
v.burstDelay = 6
|
||||
entity_animate(me, "burst")
|
||||
entity_setMaxSpeedLerp(me, 2, 0.1)
|
||||
--entity_moveAlongSurface(me, 1, 0, 0, 100)
|
||||
elseif entity_isState(me, STATE_DEAD) then
|
||||
entity_sound(me, "Merman-Cry", 1150 + math.random(200))
|
||||
end
|
||||
end
|
||||
|
||||
function exitState(me)
|
||||
if entity_isState(me, STATE_BURST) or entity_isState(me, STATE_WALLBURST) then
|
||||
entity_setState(me, STATE_SWIM)
|
||||
entity_setMaxSpeedLerp(me, 1, 0.1)
|
||||
elseif entity_isState(me, STATE_WALL) then
|
||||
entity_setState(me, STATE_WALLBURST, 1)
|
||||
end
|
||||
end
|
||||
|
||||
function hitSurface(me)
|
||||
end
|
||||
|
||||
function dieNormal(me)
|
||||
if v.bloated then
|
||||
shakeCamera(10, 2)
|
||||
end
|
||||
end
|
Loading…
Add table
Add a link
Reference in a new issue