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Move scripts to files, to make automated overriding easier
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394
files/scripts/entities/rotcore.lua
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394
files/scripts/entities/rotcore.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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local STATE_MOVING = 1001
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v.n = 0
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v.eyes = nil
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v.eyeHits = nil
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v.beams = nil
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v.nut = 0
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v.node = 0
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v.door = 0
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v.beamTimer = 0
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v.addBeamIdx = -1
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v.addBeamDelay = 0
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v.vdir = 0
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v.hdir = -1
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v.hdirTimer = 6
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v.movingSpawnTimer = 3
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v.movingBeamTimer = 8
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v.soundDelay = 0
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v.rotSpeed = 40
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local function clearBarriers()
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if v.node ~= 0 then
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-- do magic
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node_setElementsInLayerActive(v.node, 2, false)
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reconstructGrid()
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end
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end
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function init(me)
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v.eyes = {}
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v.eyeHits = {}
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v.beams = {}
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "RotCore")
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--entity_setAllDamageTargets(me, false)
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entity_generateCollisionMask(me)
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entity_setHealth(me, 34) -- 26
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for i=1,6 do
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v.eyes[i] = entity_getBoneByIdx(me, i)
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bone_rotate(v.eyes[i], bone_getRotation(v.eyes[i])+180, 2)
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v.eyeHits[i] = 0
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v.beams[i] = 0
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end
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entity_setState(me, STATE_IDLE)
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entity_setCullRadius(me, 1024)
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v.nut = entity_getBoneByName(me, "Nut")
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--entity_rotate(me, 360, 3)
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entity_offset(me, 0, 16, 3,-1,1,1)
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bone_setSegs(entity_getBoneByName(me, "Body"), 2, 8, 0.3, 0.3, -0.018, 0, 6, 1)
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bone_setSegs(entity_getBoneByName(me, "Tentacles"), 2, 8, 0.3, 0.3, -0.018, 0, 6, 1)
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entity_setDeathScene(me, true)
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entity_setBounce(me, 1)
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entity_setBounceType(me, BOUNCE_REAL)
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entity_setCollideRadius(me, 100)
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entity_setUpdateCull(me, 3000)
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entity_setDropChance(me, 100, 3)
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--entity_setDamageTarget(me, DT_AVATAR_PET, false)
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loadSound("rotcore-beam")
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loadSound("rotcore-idle")
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loadSound("rotcore-die")
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loadSound("rotcore-birth")
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loadSound("rotcore-hurt")
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loadSound("rotcore-die2")
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end
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local function clearBeams()
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for i=1,6 do
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if v.beams[i]~=0 then
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beam_delete(v.beams[i])
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v.beams[i] = 0
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end
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v.eyeHits[i] = 0
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bone_rotateOffset(v.eyes[i], 0, 0.5, 0, 0, 1)
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end
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v.addBeamIdx = -1
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end
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function postInit(me)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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v.node = entity_getNearestNode(me, "CORERANGE")
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v.door = getEntity("CathedralDoor")
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if entity_isFlag(me, 1) then
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clearBarriers()
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entity_delete(me)
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if v.door ~= 0 then
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entity_msg(v.door, "DoorDownPre")
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end
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end
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end
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local function addEyeBeam(me, idx)
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if v.beams[idx] == 0 then
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local bx, by = bone_getWorldPosition(v.eyes[idx])
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v.beams[idx] = createBeam(bx, by, bone_getWorldRotation(v.eyes[idx])-90)
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beam_setTexture(v.beams[idx], "particles/Beam")
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entity_sound(me, "rotcore-beam")
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local c = 0
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for i=1,6 do
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if v.beams[i] ~= 0 then
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c = c + 1
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end
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end
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if c >= 6 then
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v.beamTimer = 0
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entity_setState(me, STATE_OPEN)
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end
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end
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end
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local function cueAddEyeBeam(me, idx)
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v.eyeHits[idx] = 1000
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if v.beams[idx] == 0 then
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bone_rotateOffset(v.eyes[idx], 180, 0.5, 0, 0, 1)
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if v.addBeamIdx ~= -1 and v.addBeamIdx ~= idx then
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addEyeBeam(me, v.addBeamIdx)
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end
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v.addBeamIdx = idx
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v.addBeamDelay = 0.5
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v.beamTimer = 6
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end
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end
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v.seen = false
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function update(me, dt)
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if v.addBeamDelay > 0 then
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v.addBeamDelay = v.addBeamDelay - dt
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if v.addBeamDelay < 0 then
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v.addBeamDelay = 0
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addEyeBeam(me, v.addBeamIdx)
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v.addBeamIdx = -1
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end
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end
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v.soundDelay = v.soundDelay - dt
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if v.soundDelay <= 0 then
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v.soundDelay = 0.6 + math.random(2) * 0.6
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entity_sound(me, "rotcore-idle")
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end
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if entity_isEntityInRange(me, v.n, 900) then
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overrideZoom(0.5, 0.2)
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else
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overrideZoom(0)
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end
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if not v.seen and entity_isEntityInRange(me, v.n, 800) then
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emote(EMOTE_NAIJAUGH)
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v.seen = true
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end
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entity_handleShotCollisionsSkeletal(me)
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if bone ~= 0 then
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local nx,ny = entity_getPosition(v.n)
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local cx,cy = entity_getPosition(me)
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local x = nx-cx
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local y = 0
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x,y = vector_setLength(x,y,2000)
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entity_addVel(v.n, x, y)
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entity_damage(v.n, me, 0.5)
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end
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if entity_isState(me, STATE_IDLE) then
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if v.beamTimer > 0 then
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v.beamTimer = v.beamTimer - dt
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if v.beamTimer <= 0 then
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clearBeams()
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end
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end
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if entity_isEntityInRange(me, v.n, 1000) then
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entity_setMaxSpeedLerp(me, 0.15, 0.1)
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entity_moveTowardsTarget(me, dt, 400)
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end
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end
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if entity_isState(me, STATE_MOVING) then
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v.hdirTimer = v.hdirTimer - dt
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if v.hdirTimer < 0 then
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v.hdirTimer = math.random(2)+4
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if v.hdir == -1 then
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v.hdir = 1
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else
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v.hdir = -1
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end
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end
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entity_setMaxSpeedLerp(me, 1, 0.1)
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entity_rotate(me, entity_getRotation(me)+dt*v.rotSpeed*v.hdir)
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if v.vdir == 0 then
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entity_addVel(me, 0, -500*dt)
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else
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entity_addVel(me, 0, 500*dt)
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end
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entity_addVel(me, v.hdir*100*dt, 0)
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v.movingSpawnTimer = v.movingSpawnTimer - dt
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if v.movingSpawnTimer < 0 then
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local bx, by = bone_getWorldPosition(v.nut)
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for i=1,2 do
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createEntity("RotBaby-Form1", "", bx, by+i*10)
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playSfx("rotcore-birth")
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end
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v.movingSpawnTimer = math.random(4) + 8
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end
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v.movingBeamTimer = v.movingBeamTimer - dt
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if v.movingBeamTimer < -100 then
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if v.movingBeamTimer <= -100 - 4 then
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clearBeams()
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v.movingBeamTimer = math.random(2) + 4
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end
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elseif v.movingBeamTimer < 0 then
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clearBeams()
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cueAddEyeBeam(me, math.random(6))
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v.movingBeamTimer = -100
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end
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end
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entity_updateMovement(me, dt)
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for i=1,6 do
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if v.beams[i]~=0 then
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bone = v.eyes[i]
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beam_setAngle(v.beams[i], bone_getWorldRotation(bone)+90)
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beam_setPosition(v.beams[i], bone_getWorldPosition(bone))
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end
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end
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entity_clearTargetPoints(me)
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if not entity_isState(me, STATE_OPEN) and not entity_isState(me, STATE_MOVING) then
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for i=1,6 do
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entity_addTargetPoint(me, bone_getWorldPosition(v.eyes[i]))
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end
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end
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if entity_isState(me, STATE_OPEN) or entity_isState(me, STATE_MOVING) then
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entity_addTargetPoint(me, bone_getWorldPosition(v.nut))
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end
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end
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v.incut = false
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function enterState(me)
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if v.incut then return end
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if entity_isState(me, STATE_IDLE) then
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entity_animate(me, "idle", -1)
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elseif entity_isState(me, STATE_OPEN) then
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entity_animate(me, "showNut")
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entity_setStateTime(me, 8)
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entity_clearVel(me)
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elseif entity_isState(me, STATE_CLOSE) then
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clearBeams()
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entity_setStateTime(me, entity_animate(me, "hideNut"))
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elseif entity_isState(me, STATE_DEATHSCENE) then
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v.incut = true
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clearBeams()
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entity_setStateTime(me, 99)
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entity_idle(getNaija())
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entity_offset(me, -10, 0)
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entity_offset(me, 10, 0, 0.03, -1, 1)
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entity_scale(me, 1.5, 1.5, 4)
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cam_toEntity(me)
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shakeCamera(3, 5)
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watch(1)
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playSfx("rotcore-die2")
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watch(2)
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playSfx("rotcore-die")
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fade2(1, 0.2, 1, 1, 1)
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watch(0.2)
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entity_heal(v.n, 1)
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spawnParticleEffect("rotcore-die", entity_x(me), entity_y(me))
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entity_scale(me, 3, 3, 0.5)
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entity_alpha(me, 0, 0.5)
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fade2(0, 1, 1, 1, 1)
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watch(2)
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entity_setStateTime(me, 0.01)
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v.incut = false
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elseif entity_isState(me, STATE_MOVING) then
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clearBeams()
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elseif entity_isState(me, STATE_DEAD) then
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clearBarriers()
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if v.door ~= 0 then
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entity_msg(v.door, "DoorDown")
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end
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overrideZoom(0)
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entity_setFlag(me, 1)
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end
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end
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function exitState(me)
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if entity_isState(me, STATE_OPEN) then
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entity_setState(me, STATE_MOVING)
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elseif entity_isState(me, STATE_CLOSE) then
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local bx, by = bone_getWorldPosition(v.nut)
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for i=1,6 do
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createEntity("RotBaby-Form1", "", bx, by+i*10)
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end
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entity_setState(me, STATE_IDLE)
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end
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end
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function damage(me, attacker, bone, damageType, dmg)
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if bone_isName(bone,"Eye") or bone_isName(bone, "Nut") then
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bone_damageFlash(bone)
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end
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if bone == v.nut then
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playSfx("rotcore-hurt")
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return true
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end
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if not entity_isState(me, STATE_OPEN) and not entity_isState(me, STATE_MOVING) then
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local idx = bone_getIndex(bone)
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if idx >= 1 and idx <= 6 then
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-- is an eye!
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v.eyeHits[idx] = v.eyeHits[idx] + dmg
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if v.eyeHits[idx] >= 1 and v.eyeHits[idx] < 1000 then
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cueAddEyeBeam(me, idx)
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end
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end
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end
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return false
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end
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function animationKey(me, key)
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end
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function hitSurface(me)
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if entity_isState(me, STATE_MOVING) then
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local nx, ny = getWallNormal(getLastCollidePosition())
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if math.abs(ny) > 0.5 then
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if v.vdir==0 then
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v.vdir = 1
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else
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v.vdir = 0
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end
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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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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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function activate(me)
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end
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