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Aquaria/game_scripts/scripts/entities/chestmonster.lua

152 lines
3.9 KiB
Lua

-- 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.maxHits = 3
v.hits = v.maxHits
v.head = 0
v.beam = 0
v.hit = false
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "chestmonster")
entity_generateCollisionMask(me)
entity_setState(me, STATE_IDLE)
v.head = entity_getBoneByName(me, "head")
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
entity_setDamageTarget(me, DT_ENEMY, false)
entity_setDamageTarget(me, DT_ENEMY_ENERGYBLAST, false)
entity_setDamageTarget(me, DT_ENEMY_BEAM, false)
entity_scale(me, 3, 3)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
entity_setPosition(v.n, entity_x(v.n)-20, entity_y(v.n))
entity_addVel(v.n, -1000, 0)
entity_damage(v.n, me, 1)
end
if v.beam ~= 0 then
beam_setPosition(v.beam, entity_x(me), entity_y(me))
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_OPEN) then
setSceneColor(0.4, 0.4, 1, 1)
entity_setStateTime(me, entity_animate(me, "open"))
elseif entity_isState(me, STATE_OPENED) then
playSfx("PowerUp")
playSfx("FizzleBarrier")
v.beam = createBeam(0, 0, entity_getRotation(me)-90, 1)
beam_setTexture(v.beam, "creator/form6/beam")
beam_setBeamWidth(v.beam, 256)
beam_setDamage(v.beam, 3)
elseif entity_isState(me, STATE_CLOSE) then
entity_setStateTime(me, entity_animate(me, "close"))
beam_delete(v.beam)
v.beam = 0
elseif entity_isState(me, STATE_CLOSED) then
if v.hit then
local e1 = createEntity("mutilus", "", entity_x(me)-64, entity_y(me)-32)
local e2 = createEntity("mutilus", "", entity_x(me)-64-10, entity_y(me))
local e3 = createEntity("mutilus", "", entity_x(me)-64, entity_y(me)+32)
spawnParticleEffect("tinyredexplode", entity_x(e1), entity_y(e1))
spawnParticleEffect("tinyredexplode", entity_x(e2), entity_y(e2))
spawnParticleEffect("tinyredexplode", entity_x(e3), entity_y(e3))
end
v.hit = false
entity_setStateTime(me, 1)
setSceneColor(1, 1, 1, 2)
end
end
function exitState(me)
if entity_isState(me, STATE_OPEN) then
entity_setState(me, STATE_OPENED, 4)
elseif entity_isState(me, STATE_OPENED) then
entity_setState(me, STATE_CLOSE)
elseif entity_isState(me, STATE_CLOSE) then
entity_setState(me, STATE_CLOSED)
end
end
function damage(me, attacker, bone, damageType, dmg)
if entity_isState(me, STATE_OPEN) and bone == v.head then
if not v.hit then
v.hit = true
playSfx("creatorform6-die3")
bone_damageFlash(entity_getBoneByIdx(me, 0))
bone_damageFlash(entity_getBoneByIdx(me, 1))
bone_damageFlash(entity_getBoneByIdx(me, 2))
end
else
playNoEffect()
end
return false
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end