-- 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 --SeaHorse -- specific local STATE_JUMP = 1000 local STATE_TRANSITION = 1001 local STATE_RETURNTOWALL = 1002 local STATE_SURFACE = 1003 v.moveTimer = 0 v.moveDir = 0 v.avoidCollisionsTimer = 0 v.riding = false v.noteDown = -1 v.dirx = 0 v.diry = 0 v.wasUnderWater = true v.racePath = 0 v.curNode = 0 v.startx = 0 v.starty = 0 v.wasInCurrent = false v.n = 0 v.naijaRideAnim = -1 local RIDEANIM_NORMAL = 0 local RIDEANIM_SLOW = 1 local RIDEANIM_OUTOFWATER = 2 v.waiting = false v.incut = false v.seahorseCostume = false function v.commonInit(me, tex, sz) if sz == 0 then sz = 50 end setupBasicEntity( me, tex, -- texture 12, -- health 2, -- manaballamount 2, -- exp 10, -- money sz, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 128, -- sprite width 256, -- sprite height 1, -- particle "explosion" type, 0 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 4000, -- updateCull -1: disabled, default: 4000 0 ) loadSound("SeahorseWhinny") entity_setName(me, "Seahorse") entity_setMaxSpeed(me, 200) --entity_clampToSurface(me) entity_setState(me, STATE_IDLE) entity_setDropChance(me, 10) entity_setDeathParticleEffect(me, "TinyRedExplode") entity_offset(me, 0, -40, 1, -1, 1, 1) entity_setSegs(me, 2, 30, 0.5, 0.3, -0.018, 0, 6, 1) entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) entity_setCanLeaveWater(me, true) entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false) entity_setDamageTarget(me, DT_AVATAR_PET, false) end function postInit(me) v.n = getNaija() v.startx = entity_x(me) v.starty = entity_y(me) entity_update(me, math.random(100)/100.0) end local function setRideSpeed(me) if not entity_isUnderWater(me) then entity_setMaxSpeedLerp(me, 8) elseif entity_isState(me, STATE_RACE) then entity_setMaxSpeedLerp(me, 3.4, 1) else if getCostume() == "seahorse" then v.seahorseCostume = true entity_setMaxSpeedLerp(me, 5.5, 1) else v.seahorseCostume = false entity_setMaxSpeedLerp(me, 3.5, 1) end end end local function updateRideAnim(me, num) if v.naijaRideAnim ~= num then if num == RIDEANIM_NORMAL then entity_animate(v.n, "rideSeaHorse", LOOP_INF, LAYER_OVERRIDE) elseif num == RIDEANIM_SLOW then entity_animate(v.n, "rideSeaHorse2", LOOP_INF, LAYER_OVERRIDE) elseif num == RIDEANIM_OUTOFWATER then entity_animate(v.n, "rideSeaHorse3", LOOP_INF, LAYER_OVERRIDE) end v.naijaRideAnim = num end end local function getRidePosition(me) local x, y = entity_getPosition(me) local ox, oy = entity_getOffset(me) x = x + ox y = y + oy local offx = 32 if entity_isFlippedHorizontal(me) then -- facing right offx = -offx end x = x+offx y = y-10 return x, y end local function startRide(me) v.incut = true debugLog("start ride") setRideSpeed(me) entity_setInvincible(me, true) entity_setInvincible(v.n, true) entity_clearVel(me) entity_clearVel(v.n) v.waiting = true entity_idle(v.n) entity_animate(v.n, "pushForward") entity_flipToEntity(v.n, me) watch(0.2) entity_clearVel(v.n) local x, y = getRidePosition(me) entity_setPosition(v.n, x, y, 1, 0, 0, 0) watch(1) v.riding = true --entity_animate(v.n, "rideSeaHorse", LOOP_INF, LAYER_OVERRIDE) v.naijaRideAnim = -1 updateRideAnim(me, RIDEANIM_NORMAL) -- zoomsurface --setCanWarp(false) entity_setRiding(getNaija(), me) local x, y = getRidePosition(me) entity_setRidingData(me, x, y, entity_getRotation(me), entity_isfh(me)) entity_setInvincible(me, false) entity_setInvincible(v.n, false) v.waiting = false entity_sound(me, "SeahorseWhinny") setCameraLerpDelay(0.05) cam_toEntity(me) v.incut = false end local function stopRide(me) debugLog("stop ride") if v.riding then entity_sound(me, "SeahorseWhinny") --if entity_isUnderWater(me) then overrideZoom(0) v.riding = false entity_stopAllAnimations(v.n) entity_idle(v.n) --setCanWarp(true) entity_setRiding(v.n, 0) entity_addVel(v.n, entity_velx(me), entity_vely(me)) if not entity_isUnderWater(v.n) then entity_animate(v.n, "burst") else entity_setMaxSpeedLerp(me, 1, 1) end --end setCameraLerpDelay(0) cam_toEntity(getNaija()) end end function activate(me) if v.incut then return end --debugLog("activate") if avatar_isOnWall() then return end if v.riding then stopRide(me) else startRide(me) end end function update(me, dt) if isForm(FORM_NORMAL) then entity_setActivation(me, AT_CLICK, 64, 512) else entity_setActivation(me, AT_NONE) if v.riding then stopRide(me) end end --if not entity_isNearObstruction(me, 3) then local inCurrent = false if v.riding then inCurrent = entity_updateCurrents(me, dt) if (inCurrent and not v.wasInCurrent) then -- start boost anim elseif (not inCurrent and v.wasInCurrent) then -- end boost anim end end if not v.seahorseCostume then if inCurrent then entity_setMaxSpeed(me, 150) else entity_setMaxSpeed(me, 200) end else entity_setMaxSpeed(me, 200) end v.wasInCurrent = inCurrent if v.riding then if entity_getRiding(getNaija())==0 then stopRide(me) else overrideZoom(0.55, 0.5) end esetv(me, EV_LOOKAT, 0) else esetv(me, EV_LOOKAT, 1) end if v.riding == true or entity_isState(me, STATE_RACE) then local e = getFirstEntity() while e~=0 do if e~=me and entity_isName(e, "Seahorse") then if entity_isEntityInRange(me, e, 64) then local dx, dy = entity_getVectorToEntity(me, e) dx, dy = vector_setLength(dx, dy, 1000) entity_addVel(e, dx, dy) end end e = getNextEntity() end end if entity_checkSplash(me) then if not entity_isUnderWater(me) then --//entity_setMaxSpeed(me, outOfWaterSpeed) --entity_setMaxSpeedLerp(me, 2, 0.1) setRideSpeed(me) --end --entity_addVel(me, 0, -2000) local vx = entity_velx(me) local vy = entity_vely(me) vx, vy = vx*4, vy*4 vx, vy = vector_cap(vx, vy, 1100) entity_clearVel(me) entity_addVel(me, vx, vy) entity_setWeight(me, 800) --entity_sound(me, "splash-outof") else setRideSpeed(me) --entity_setMaxSpeedLerp(me, 1, 0.8) if not v.riding then entity_setMaxSpeedLerp(me, 1, 1) else setRideSpeed(me) end entity_setWeight(me, 0) --entity_sound(me, "splash-into") end end --[[ if entity_isUnderWater(me) ~= v.wasUnderWater then v.wasUnderWater = entity_isUnderWater(me) spawnParticleEffect("Splash", entity_x(me), entity_y(me)) if not entity_isUnderWater(me) then --//entity_setMaxSpeed(me, outOfWaterSpeed) --entity_setMaxSpeedLerp(me, 2, 0.1) entity_addVel(me, 0, -1000) entity_setWeight(me, 800) entity_sound(me, "splash-outof") else --entity_setMaxSpeedLerp(me, 1, 0.8) entity_setWeight(me, 0) entity_sound(me, "splash-into") end end ]]-- if entity_isState(me, STATE_IDLE) then if not v.riding then v.avoidCollisionsTimer = v.avoidCollisionsTimer + dt if v.avoidCollisionsTimer > 5 then v.avoidCollisionsTimer = 0 end v.moveTimer = v.moveTimer + dt if v.moveTimer < 1.5 then -- move local amount = 2000*dt if v.moveDir == 0 then entity_addVel(me, -amount, 0) if entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end elseif v.moveDir == 1 then entity_addVel(me, 0, amount) elseif v.moveDir == 2 then entity_addVel(me, amount, 0) if not entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end elseif v.moveDir == 3 then entity_addVel(me, 0, amount) end elseif v.moveTimer > 3 then -- stop --entity_clearVel(me) v.moveTimer = 0 v.moveDir = v.moveDir +1 if v.moveDir >= 4 then v.moveDir = 0 end elseif v.moveTimer > 2.5 then local factor = 5*dt entity_addVel(me, -entity_velx(me)*factor, -entity_vely(me)*factor) end if v.avoidCollisionsTimer < 4 then entity_doCollisionAvoidance(me, dt, 4, 1.0) end else if v.noteDown ~= -1 and entity_isUnderWater(me) then local amt if getCostume() == "seahorse" then amt = 8000*dt else amt = 2000*dt end entity_addVel(me, v.dirx*amt, v.diry*amt) end if entity_getHealth(getNaija()) < 1 then stopRide(me) end --entity_doCollisionAvoidance(me, dt, 8, 0.1) if v.dirx < 0 and entity_velx(me) < -100 then if entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end elseif v.dirx > 0 and entity_velx(me) > 100 then if not entity_isFlippedHorizontal(me) then entity_flipHorizontal(me) end end --entity_flipToVel(me) end entity_setTarget(me, getNaija()) if v.riding then if entity_isUnderWater(me) then entity_doCollisionAvoidance(me, dt, 4, 0.6) --entity_doCollisionAvoidance(me, dt, 3, 0.5) --entity_doEntityAvoidance(me, dt, 32, 1.0) else entity_doCollisionAvoidance(me, dt, 4, 1) end else entity_doEntityAvoidance(me, dt, 128, 0.1) end entity_doCollisionAvoidance(me, dt, 2, 1.0) entity_updateMovement(me, dt) --entity_rotateToVel(me, 0.1) elseif entity_isState(me, STATE_RACE) then local x, y = node_getPathPosition(v.racePath, v.curNode) if x == 0 and y == 0 then --entity_setState(me, STATE_RESTART) v.curNode = 0 else if entity_isPositionInRange(me, x, y, 64) then v.curNode = v.curNode + 1 end local x1, y1 = entity_getPosition(me) local vx = x - x1 local vy = y - y1 vector_setLength(vx, vy, 500*dt) entity_addVel(me, vx, vy) entity_flipToVel(me) entity_doEntityAvoidance(me, dt, 32, 1.0) entity_doCollisionAvoidance(me, dt, 8, 0.2) entity_updateMovement(me, dt) end end if v.waiting then entity_clearVel(me) end if v.riding then entity_updateLocalWarpAreas(me, true) entity_clearVel(v.n) local x, y = getRidePosition(me) entity_setRidingData(me, x, y, entity_getRotation(me), entity_isfh(me)) --entity_setRidingRotation(me, entity_getRotation(me)) --entity_rotate(v.n, entity_getRotation(me)) --[[ if entity_isFlippedHorizontal(me) and not entity_isFlippedHorizontal(v.n) then entity_flipHorizontal(v.n) elseif not entity_isFlippedHorizontal(me) and entity_isFlippedHorizontal(v.n) then entity_flipHorizontal(v.n) end ]]-- --avatar_updatePosition() if not entity_isUnderWater(me) then updateRideAnim(me, RIDEANIM_OUTOFWATER) elseif entity_isVelIn(me, 200) then updateRideAnim(me, RIDEANIM_SLOW) else updateRideAnim(me, RIDEANIM_NORMAL) end if v.noteDown == -1 then if entity_isUnderWater(me) then entity_doFriction(me, dt, 450) end end --updateRideAnim(me, RIDEANIM_NORMAL) --[[ entity_clearVel(v.n) entity_addVel(v.n, entity_velx(me), entity_vely(me)) ]]-- end entity_handleShotCollisions(me) end function hitSurface(me) end function enterState(me) if entity_isState(me, STATE_IDLE) then if not v.riding then entity_setMaxSpeedLerp(me, 1, 1) end v.avoidCollisionsTimer = 0 elseif entity_isState(me, STATE_DEAD) then stopRide(me) elseif entity_isState(me, STATE_RACE) then v.curNode = 0 setRideSpeed(me) v.racePath = entity_getNearestNode(me, "RACE") elseif entity_isState(me, STATE_RESTART) then entity_clearVel(me) entity_setPosition(me, v.startx, v.starty) entity_setStateTime(me, 0.1) end end function damage(me, attacker, bone, damageType, dmg) return true end function songNote(me, note) if v.riding then --debugLog("noteUp!") v.noteDown = note local amt = 0.6 if note == 0 then v.dirx, v.diry = 0, 1 elseif note == 1 then v.dirx, v.diry = 1, 1 elseif note == 2 then v.dirx, v.diry = 1, 0 elseif note == 3 then v.dirx, v.diry = 1,-1 elseif note == 4 then v.dirx, v.diry = 0,-1 elseif note == 5 then v.dirx, v.diry = -1,-1 elseif note == 6 then v.dirx, v.diry = -1, 0 elseif note == 7 then v.dirx, v.diry = -1, 1 else debugLog("Sour note! (impossible)") v.dirx, v.diry = 0, 0 return end v.dirx, v.diry = vector_setLength(v.dirx, v.diry, amt) end end function songNoteDone(me, note) --debugLog("songNoteDone function") if note == v.noteDown then --debugLog("noteDone!") v.dirx = 0 v.diry = 0 v.noteDown = -1 end end function exitState(me) if entity_isState(me, STATE_SURFACE) then entity_rotate(me, 0, 1) entity_setState(me, STATE_IDLE) elseif entity_isState(me, STATE_RESTART) then entity_setState(me, STATE_WAIT) end end