-- 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 v.n = 0 v.dad = 0 v.bone = 0 v.babySpawn = 0 v.momVisionTime = 0.5 v.momVisionDelay = v.momVisionTime v.momEyes = 0 v.started = false v.createDelayTime = 20 v.createDelay = v.createDelayTime local STATE_GOTODAD = 1000 local STATE_MOURN = 1001 local STATE_MOMVISION = 1002 v.fireDelay = 2 v.shotDelay = 0.1 v.shots = 0 v.numShots = 8 v.angle = 0 function init(me) setupEntity(me) entity_setHealth(me, 30) entity_initSkeletal(me, "SunkenMom") entity_setCollideRadius(me, 32) entity_setState(me, STATE_IDLE) entity_scale(me, 0.5, 0.5) entity_setCull(me, false) entity_setEntityType(me, ET_ENEMY) entity_setAllDamageTargets(me, false) entity_generateCollisionMask(me) entity_setMaxSpeed(me, 800) entity_setDeathScene(me, true) --entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true) end function postInit(me) v.n = getNaija() v.dad = entity_getNearestEntity(me, "SunkenDad") v.bone = entity_getBoneByName(v.dad, "MomPosition") v.babySpawn = entity_getBoneByName(v.dad, "BabySpawn") --[[ local x, y = bone_getWorldPosition(v.bone) entity_setPosition(me, x, y, 0.5) ]]-- entity_setTarget(me, v.dad) end function update(me, dt) if not v.started then return end if not entity_isState(me, STATE_DEATHSCENE) then overrideZoom(0.45, 1.0) end --debugLog(string.format("createDelay: %f", v.createDelay)) if entity_isState(me, STATE_MOMVISION) then --[[ v.momVisionDelay = v.momVisionDelay - dt if v.momVisionDelay < 0 then v.momVisionDelay = v.momVisionTime x = entity_x(v.n) node = entity_getNearestNode(v.n, "MOMEYES") dist = 300 x = x + entity_velx(v.n)*0.5 if chance(50) then createEntity("MomEyes", "", x-dist, node_y(node)) createEntity("MomEyes", "", x, node_y(node)) else createEntity("MomEyes", "", x+dist, node_y(node)) createEntity("MomEyes", "", x, node_y(node)) end end ]]-- --[[ v.momVisionDelay = v.momVisionDelay - dt if v.momVisionDelay < 0 then v.momVisionDelay = v.momVisionTime s = createShot("MomVision", "", entity_x(v.momEyes), entity_y(v.momEyes)) shot_setAimVector(s, entity_x(v.n) - entity_x(v.momEyes), entity_y(v.n) - entity_y(v.momEyes)) end ]]-- end if entity_isState(me, STATE_IDLE) then if not (entity_getHealth(v.dad) < 220) then v.createDelay = v.createDelay - dt if v.createDelay < 0 then if entity_isState(v.dad, STATE_IDLE) then --debugLog("setting dad to waitForKiss") entity_setState(v.dad, STATE_WAITFORKISS, -1, true) entity_setState(me, STATE_GOTODAD) v.createDelay = v.createDelayTime end end else v.fireDelay = v.fireDelay - dt if v.fireDelay < 0 then v.shotDelay = v.shotDelay - dt if v.shotDelay < 0 then v.shots = v.shots + 1 v.shotDelay = 0.7 local s = createShot("zygoteshot-mom", me, v.n) shot_setAimVector(s, math.sin(v.angle), math.cos(v.angle)) v.angle = v.angle + ((3.14*2)/v.numShots) * v.shots if v.shots >= v.numShots then v.fireDelay = 3 v.shots = 0 end end end end end if entity_isState(me, STATE_IDLE) then if entity_hasTarget(me) then if entity_isTargetInRange(me, 512) then entity_moveAroundTarget(me, dt, 1000, 0) else entity_moveTowardsTarget(me, dt, 1000) end entity_flipToEntity(me, entity_getTarget(me)) entity_doCollisionAvoidance(me, dt, 5, 0.5) end entity_updateMovement(me, dt) end if entity_isState(me, STATE_KISS) then local x, y = bone_getWorldPosition(v.bone) entity_setPosition(me, x, y, 0.5) entity_flipToEntity(me, v.dad) end entity_handleShotCollisionsSkeletal(me) end function hitSurface(me) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_animate(me, "fly", -1) elseif entity_isState(me, STATE_GOTODAD) then entity_animate(me, "fly", -1) local x, y = bone_getWorldPosition(v.bone) --debugLog(string.format("pos(%f,%f)", x, y)) entity_clearVel(me) entity_setStateTime(me, entity_setPosition(me, x, y, -1 * 300)) elseif entity_isState(me, STATE_KISS) then entity_setStateTime(me, entity_animate(me, "kiss")) local x, y = bone_getWorldPosition(v.bone) entity_setPosition(me, x, y, -1 * 100) entity_setState(v.dad, STATE_KISS, -1, true) elseif entity_isState(me, STATE_WEAK) then local node = getNode("GROUNDLEVEL") entity_setPosition(me, entity_x(me), node_y(node), -500) entity_animate(me, "weak") entity_setStateTime(me, 12) entity_setState(v.dad, STATE_RAGE, -1, true) elseif entity_isState(me, STATE_MOMVISION) then debugLog("mom vision") --[[ v.momEyes = createEntity("MomEyes", "", entity_x(me), entity_y(me)-800) entity_setStateTime(me, 20) v.momVisionDelay = 0 ]]-- entity_setStateTime(me, 3) elseif entity_isState(me, STATE_DEATHSCENE) then entity_setStateTime(me, -1) entity_clearVel(me) elseif entity_isState(me, STATE_START) then v.started = true entity_setStateTime(me, 0.1) end end function exitState(me) if entity_isState(me, STATE_GOTODAD) then debugLog("state goToDad done") entity_setState(me, STATE_KISS) elseif entity_isState(me, STATE_KISS) then if not entity_isState(v.dad, STATE_DEATHSCENE) then --entity_setState(v.dad, STATE_IDLE) local x, y = bone_getWorldPosition(v.babySpawn) createEntity("Zygote", "", x, y) playSfx("sunkendad-headspurt") spawnParticleEffect("sunkendad-headspurt", x, y) --createEntity("GhostBaby", "", x, y-10) entity_setState(me, STATE_IDLE) end elseif entity_isState(me, STATE_WEAK) then if not entity_isState(v.dad, STATE_DEATHSCENE) and not (entity_getHealthPerc(v.dad) <= 0) then if entity_getHealth(v.dad) >= 220 then entity_setState(v.dad, STATE_CALM, -1, true) end entity_setState(me, STATE_MOMVISION) end elseif entity_isState(me, STATE_MOMVISION) then if v.momEyes ~= 0 then entity_setState(v.momEyes, STATE_DONE) end if not entity_isState(v.dad, STATE_DEATHSCENE) and not (entity_getHealthPerc(v.dad) <= 0) then entity_setState(v.dad, STATE_IDLE) entity_setState(me, STATE_IDLE) end elseif entity_isState(me, STATE_START) then entity_setState(me, STATE_IDLE) end end function damage(me, attacker, bone, damageType, dmg) if not (entity_getHealth(v.dad) < 220) then if not entity_isState(me, STATE_WEAK) then -- for debug --or damageType == DT_AVATAR_ENERGYBLAST if damageType == DT_AVATAR_CREATORSHOT then --bone_damageFlash(me, entity_getBoneByIdx(me, 0)) entity_setState(me, STATE_WEAK) end end end return false end