-- Copyright (C) 2007, 2010 - Bit-Blot -- -- This file is part of Aquaria. -- -- Aquaria is free software; you can redistribute it and/or -- modify it under the terms of the GNU General Public License -- as published by the Free Software Foundation; either version 2 -- of the License, or (at your option) any later version. -- -- This program is distributed in the hope that it will be useful, -- but WITHOUT ANY WARRANTY; without even the implied warranty of -- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. -- -- See the GNU General Public License for more details. -- -- You should have received a copy of the GNU General Public License -- along with this program; if not, write to the Free Software -- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. if not v then v = {} end if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end local STATE_FIREPREP = 1000 local STATE_BEAMPREP = 1001 local STATE_BEAMFIRE = 1002 v.n = 0 v.head = 0 v.mergog = 0 v.shot_bones = nil v.shot = 1 v.attackDelay = 0 v.attackDelayMax = 8 v.shotDelay = 0 v.shotDelayMax = 0.02 v.firePos = 0 v.beam = 0 v.pokeTimer = 0 function init(me) v.shot_bones = {0,0,0,0,0} setupBasicEntity( me, "Mergog/Mergog", -- texture 14, -- health 1, -- manaballamount 1, -- exp 1, -- money 128, -- collideRadius (only used if hit entities is on) STATE_IDLE, -- initState 256, -- sprite width 256, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 1800 -- updateCull -1: disabled, default: 4000 ) entity_setDeathParticleEffect(me, "") entity_setDeathSound(me, "") entity_initSkeletal(me, "Mergog") entity_generateCollisionMask(me) entity_scale(me, 1.2, 1.2) entity_setEntityType(me, ET_ENEMY) entity_setCullRadius(me, 640) -- Skeletal sprites ain't got auto cull yet (says Alec) entity_setState(me, STATE_PREP, -1, 1) entity_setHealth(me, 100) --entity_setHealth(me, 5) v.head = entity_getBoneByName(me, "Head") v.mergog = entity_getBoneByName(me, "Mergog") for i=1,5 do v.shot_bones[i] = entity_getBoneByIdx(me, 9+i) end entity_setMaxSpeed(me, 1200) entity_setDeathScene(me, true) loadSound("BossDieSmall") loadSound("BossDieBig") entity_setTargetRange(me, 1024) entity_setDamageTarget(me, DT_AVATAR_PET, false) loadSound("rotcore-beam") loadSound("mergog-laugh") end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) v.firePos = getNode("FIREPOS") end function update(me, dt) if entity_isState(me, STATE_PREP) then if entity_isEntityInRange(me, v.n, 1024) then emote(EMOTE_NAIJAGIGGLE) playMusic("Miniboss") entity_setState(me, STATE_IDLE) end return end overrideZoom(0.45, 1) if entity_isState(me, STATE_IDLE) then v.attackDelay = v.attackDelay + dt if v.attackDelay > v.attackDelayMax then v.attackDelay = 0 if entity_getHealthPerc(me) < 0.5 then if chance(50) then entity_setState(me, STATE_FIREPREP) else entity_setState(me, STATE_BEAMPREP) end else entity_setState(me, STATE_FIREPREP) end end entity_addVel(me, 0, 1000*dt) if entity_vely(me) < 0 then entity_moveTowardsTarget(me, dt, 500) end if math.abs(entity_x(me) - entity_x(v.n)) > 50 then entity_flipToEntity(me, v.n) end end if entity_isState(me, STATE_FIRE) then v.shotDelay = v.shotDelay + dt if v.shotDelay > v.shotDelayMax then v.shotDelay = 0 local bx, by = bone_getWorldPosition(v.shot_bones[v.shot]) v.shot = v.shot + 1 if v.shot > 5 then v.shot = 1 end local s = createShot("Mermog", me, v.n, bx, by) local x, y = randVector() if y > x then local t = x x = y y = t end if entity_x(v.n) < entity_x(me) then if x > 0 then x = -x end end shot_setAimVector(s, x, y) end shakeCamera(2, 0.5) end if entity_isState(me, STATE_BEAMFIRE) then debugLog("beamfire") entity_moveTowardsTarget(me, dt, -200) entity_addVel(me, -500*dt, 0) if entity_y(v.n) < entity_y(me) then entity_addVel(me, 0, -1000*dt) elseif entity_y(v.n) > entity_y(me) then entity_addVel(me, 0, 1000*dt) end beam_setPosition(v.beam, entity_x(me), entity_y(me)+20) end if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_BEAMFIRE) then v.pokeTimer = v.pokeTimer + dt if v.pokeTimer > 2 then entity_moveTowardsTarget(me, 1, 1000) v.pokeTimer = 0 else if v.pokeTimer > 1 then entity_addVel(me, 0, -1000*dt) end entity_doCollisionAvoidance(me, dt, 4, 1) entity_doCollisionAvoidance(me, dt, 8, 0.2) entity_doCollisionAvoidance(me, dt, 10, 0.1) end entity_updateMovement(me, dt) end entity_handleShotCollisionsSkeletal(me) --[[ bone = entity_collideSkeletalVsCircle(me, getNaija()) if bone ~= 0 then entity_touchAvatarDamage(me, 0, 0.5, 800) end ]]-- entity_touchAvatarDamage(me, 100, 1, 2000) entity_setLookAtPoint(me, bone_getWorldPosition(v.mergog)) entity_clearTargetPoints(me) entity_addTargetPoint(me, bone_getWorldPosition(v.mergog)) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_clearVel(me) entity_animate(me, "idle", LOOP_INF) elseif entity_isState(me, STATE_FIRE) then playSfx("mergog-laugh") v.shot = 1 entity_animate(me, "fire", LOOP_INF) elseif entity_isState(me, STATE_FIREPREP) then if entity_isfh(me) then entity_fh(me) end entity_setStateTime(me, 2.5) entity_setPosition(me, node_x(v.firePos), node_y(v.firePos), 2, 0, 0, 1) elseif entity_isState(me, STATE_BEAMPREP) then playSfx("mergog-laugh") entity_setStateTime(me, entity_animate(me, "beamPrep")) if entity_isfh(me) then entity_fh(me) end --entity_setStateTime(me, 0.1) elseif entity_isState(me, STATE_BEAMFIRE) then entity_animate(me, "fire", -1) entity_setStateTime(me, 5) local x, y = entity_getPosition(me) playSfx("rotcore-beam") v.beam = createBeam(x, y, 180) beam_setAngle(v.beam, 90) beam_setTexture(v.beam, "particles/Beam") elseif entity_isState(me, STATE_DEATHSCENE) then if v.beam ~= 0 then beam_delete(v.beam) v.beam = 0 end clearShots() entity_stopInterpolating(me) entity_setStateTime(me, 99) fadeOutMusic(6) entity_idle(v.n) entity_setInvincible(v.n, true) cam_toEntity(me) entity_offset(me, 0, 0) entity_offset(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_color(me, 0, 0, 0, 1.5) entity_offset(me, 0, 0) entity_offset(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.n) entity_setInvincible(v.n, false) overrideZoom(0, 1) entity_setStateTime(me, 0.1) entity_setState(me, STATE_DEAD, -1, 1) spawnIngredient("SpecialBulb", entity_x(me), entity_y(me)) pickupGem("boss-mergog") end end --[[ beam_setAngle(v.beam, entity_getRotation(me)-180) beam_setPosition(v.beam, entity_getPosition(me)) v.delay = v.delay + dt if v.delay >= 3 then entity_setUpdateCull(me, 1024) v.delay = 0 beam_delete(v.beam) v.beam = 0 bone_setColor(bone_eyes, 1, 1, 1, 1) end ]]-- function exitState(me) if entity_isState(me, STATE_FIRE) then entity_setState(me, STATE_IDLE) elseif entity_isState(me, STATE_FIREPREP) then entity_setState(me, STATE_FIRE, 5) elseif entity_isState(me, STATE_BEAMPREP) then entity_setState(me, STATE_BEAMFIRE) elseif entity_isState(me, STATE_BEAMFIRE) then beam_delete(v.beam) v.beam = 0 entity_setState(me, STATE_IDLE) end end function damage(me, attacker, bone, damageType, dmg) if bone == v.mergog then return true end return false end function animationKey(me, key) end function hitSurface(me) --debugLog("Hit surface") --entity_clearVel(me) --entity_doCollisionAvoidance(me, 1, 8, 1000) entity_moveTowardsTarget(me, 1, 500) end function songNote(me, note) end function songNoteDone(me, note) end function song(me, song) end function activate(me) end