-- 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 -- ================================================================================================ -- S E A T U R T L E C O M M O N -- ================================================================================================ -- ================================================================================================ -- S T A T E S -- ================================================================================================ local STATE_GLIDING = 1001 local STATE_TO_THRUST = 1002 local STATE_THRUSTING = 1003 local STATE_TO_GLIDE = 1004 -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.sz = 1 v.maxSpeed = 890 v.angle = 90 v.turtle_type = 0 v.song = nil v.songNoteTimer = 0 v.songNoteDelay = 1.2 v.songNote = 1 v.singDelay = 0 v.singing = false v.curRecNote = 1 v.recDelay = 0 v.follower = false v.following = false v.saveFlag = 0 v.saveNode = 0 -- ================================================================================================ -- F U N C T I O N S -- ================================================================================================ function v.commonInit(me, turType) v.song = { 0, 0, 0 } v.swimTime = 0.34 + (math.random(42)*0.01) setupBasicEntity( me, "SeaTurtle/Head", -- texture 8, -- health 1, -- manaballamount 1, -- exp 1, -- money 64, -- collideRadius (only used if hit entities is on) STATE_GLIDING, -- initState 128, -- sprite width 128, -- 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 ) v.turtle_type = turType entity_setDeathParticleEffect(me, "Explode") entity_setDropChance(me, 21) if v.turtle_type == 2 then entity_initSkeletal(me, "babyturtle") elseif v.turtle_type == 4 then entity_initSkeletal(me, "babyturtle", "babyturtle-special1") v.follower = true v.song[1] = 0 v.song[2] = 3 v.song[3] = 4 v.saveFlag = FLAG_MAMATURTLE_RESCUE1 elseif v.turtle_type == 5 then entity_initSkeletal(me, "babyturtle", "babyturtle-special2") v.follower = true v.song[1] = 2 v.song[2] = 3 v.song[3] = 4 v.saveFlag = FLAG_MAMATURTLE_RESCUE2 elseif v.turtle_type == 6 then entity_initSkeletal(me, "babyturtle", "babyturtle-special3") v.follower = true v.song[1] = 7 v.song[2] = 6 v.song[3] = 2 v.saveFlag = FLAG_MAMATURTLE_RESCUE3 else entity_initSkeletal(me, "SeaTurtle") end if v.saveFlag ~= 0 then v.saveNode = getNode("TURTLESAVED") end v.shell = entity_getBoneByName(me, "Shell") -- MAKE BACK PARTS DARKER --[[backFrontFlipper = entity_getBoneByName(me, "FrontFlipperBack") backBackFlipper = entity_getBoneByName(me, "BackFlipperBack") bone_setColor(backFrontFlipper, 0.69, 0.69, 0.69) bone_setColor(backBackFlipper, 0.69, 0.69, 0.69)]]-- entity_setCullRadius(me, 800) -- BIG if v.turtle_type <= 0 then v.sz = 1.56 + (math.random(234)*0.001) v.turtle_type = 0 entity_generateCollisionMask(me) entity_setCullRadius(me, 1024) -- SMALL elseif v.turtle_type == 1 then v.sz = 0.76 + (math.random(234)*0.001) -- BABY elseif v.turtle_type == 2 then v.sz = 0.43 + (math.random(210)*0.001) -- BACKGROUND (CRAP) elseif v.turtle_type == 3 then --v.turtle_type = 3 v.sz = 0.23 + (math.random(210)*0.001) entity_color(me, 0.1, 0.1, 0.1) entity_alpha(me, 0.98) entity_setEntityLayer(me, -2) elseif v.turtle_type == 4 or v.turtle_type == 5 or v.turtle_type == 6 then -- special baby 1 v.sz = 0.43 + ((math.random(50)+140)*0.001) end entity_scale(me, v.sz, v.sz) entity_setEntityType(me, ET_NEUTRAL) entity_setState(me, STATE_GLIDING) entity_rotateTo(me, 360, 0.1) entity_setMaxSpeed(me, v.maxSpeed) entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) entity_setDamageTarget(me, DT_AVATAR_PET, false) entity_setEatType(me, EAT_NONE) end function animationKey(me, key) end function postInit(me) -- FLIP HORIZONTALLY IF THERE'S A FLIP NODE local node = entity_getNearestNode(me, "FLIP") if node ~=0 then if node_isEntityIn(node, me) then entity_fh(me) end end end local function sing(me) v.singing = true v.songNote = 1 end function update(me, dt) -- SWIM ANGLE if not v.follower then if entity_getState(me) == STATE_GLIDING then v.swimTime = v.swimTime - dt if v.swimTime < 0 then v.swimTime = 1.23 + (math.random(234)*0.01) -- Point based on Flip if not entity_isfh(me) then v.angle = 58 + math.random(64) entity_rotateTo(me, v.angle + 270, 2) else v.angle = 238 + math.random(64) entity_rotateTo(me, v.angle + 90, 2) end entity_setState(me, STATE_TO_THRUST) end end -- SUBTLE GLIDE if entity_getState(me) == STATE_TO_THRUST then if not entity_isfh(me) then entity_moveTowardsAngle(me, entity_getRotation(me) - 270, 1, 2.48) else entity_moveTowardsAngle(me, entity_getRotation(me) - 90, 1, 2.48) end end end if v.following then if isFlag(v.saveFlag, 0) then entity_setTarget(me, getNaija()) entity_setMaxSpeed(me, 500) if not entity_isEntityInRange(me, getNaija(), 128) then entity_moveTowardsTarget(me, dt, 700) end entity_rotateTo(me, 0, 0.1) if node_isEntityIn(v.saveNode, me) then local mamaTurtle = getEntity("mamaturtle") setFlag(v.saveFlag, 1) entity_setState(mamaTurtle, STATE_OPEN, -1, 1) end end end -- FLIP L/R local flipThresh = 50 if entity_velx(me) < -flipThresh and not entity_isfh(me) then entity_fh(me) v.angle = v.angle + 180 elseif entity_velx(me) > flipThresh and entity_isfh(me) then entity_fh(me) v.angle = v.angle - 180 end -- AVOIDANCE if v.following then entity_setCollideRadius(me, 16) entity_doEntityAvoidance(me, dt, 43, 0.12) entity_doCollisionAvoidance(me, dt, 4, 0.5) else entity_doEntityAvoidance(me, dt, 43, 0.12) entity_doCollisionAvoidance(me, dt, 5, 0.36) end -- MOVEMENT entity_doFriction(me, dt, 48) entity_updateMovement(me, dt) -- COLLISIONS if v.turtle_type >= 3 then elseif v.turtle_type == 0 then -- NAIJA ATTACHING TO SHELL local rideBone = entity_collideSkeletalVsCircle(me, getNaija()) if rideBone == v.shell and avatar_isBursting() and entity_setBoneLock(getNaija(), me, rideBone) then elseif rideBone ~=0 then local nX, nY = entity_getPosition(getNaija()) local bX, bY = bone_getWorldPosition(rideBone) nX = nX - bX nY = nY - bY nX, nY = vector_setLength(nX, nY, 600) entity_addVel(getNaija(), nX, nY) end entity_handleShotCollisionsSkeletal(me) elseif v.turtle_type == 1 then entity_touchAvatarDamage(me, 67 * v.sz, 0, 420) entity_handleShotCollisions(me) end if v.follower then if not v.following and entity_isEntityInRange(me, getNaija(), 512) then musicVolume(0.5, 0.2) else musicVolume(1.0, 0.2) end if v.recDelay > 0 then v.recDelay = v.recDelay - dt if v.recDelay < 0 then v.recDelay = 0 v.curRecNote = 1 end end if not v.following then if entity_isEntityInRange(me, getNaija(), 800) then if v.singing then v.songNoteTimer = v.songNoteTimer + dt if v.songNoteTimer > v.songNoteDelay then --playSfx(getNoteName(v.song[v.songNote]), entity_sound(me, getNoteName(v.song[v.songNote], "low-"), 1, 2) v.songNote = v.songNote + 1 if v.songNote > 3 then v.singing = false end v.songNoteTimer = 0 v.singDelay = 3 end else v.singDelay = v.singDelay - dt if v.singDelay < 0 then v.singDelay = 0 sing(me) end end end end end end function enterState(me) if entity_getState(me) == STATE_GLIDING then entity_animate(me, "glide", LOOP_INF) elseif entity_getState(me) == STATE_TO_THRUST then entity_setStateTime(me, entity_animate(me, "tothrust"), -1) elseif entity_getState(me) == STATE_THRUSTING then entity_setStateTime(me, entity_animate(me, "thrust"), -1) elseif entity_getState(me) == STATE_TO_GLIDE then entity_setStateTime(me, entity_animate(me, "toglide"), -1) end end function exitState(me) if entity_getState(me) == STATE_GLIDING then elseif entity_getState(me) == STATE_TO_THRUST then entity_setState(me, STATE_THRUSTING) elseif entity_getState(me) == STATE_THRUSTING then -- THRUST entity_moveTowardsAngle(me, v.angle, 1, 124 + math.random(124)) entity_setState(me, STATE_TO_GLIDE) local shellX, shellY = bone_getWorldPosition(v.shell) spawnParticleEffect("SeaTurtleBubbles", shellX, shellY) elseif entity_getState(me) == STATE_TO_GLIDE then entity_setState(me, STATE_GLIDING) end end function damage(me, attacker, bone, damageType, dmg) if damageType == DT_AVATAR_BITE then playNoEffect() return false end return true end local function startFollowing(me) v.following = true end function songNoteDone(me, note, t) if v.follower and not v.following then if t >= 0.2 and note == v.song[v.curRecNote] then v.recDelay = 2 v.curRecNote = v.curRecNote + 1 if v.curRecNote > 3 then startFollowing(me) end else v.recDelay = 0.1 v.curRecNote = 1 end end end function hitSurface(me) end