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Aquaria/game_scripts/scripts/entities/clam.lua

239 lines
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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.sleepLoc = 0
v.held = 0
v.held2 = 0
v.seen = false
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "Clam")
entity_setAllDamageTargets(me, false)
--entity_generateCollisionMask(me)
entity_setState(me, STATE_IDLE)
entity_setActivation(me, AT_CLICK, 128, 512)
v.sleepLoc = entity_getBoneByName(me, "SleepLoc")
bone_alpha(v.sleepLoc)
loadSound("clam-open")
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
if not v.seen and entity_isEntityInRange(me, v.n, 700) then
if chance(50) then
emote(EMOTE_NAIJAGIGGLE)
else
emote(EMOTE_NAIJAWOW)
end
v.seen = true
end
if isForm(FORM_BEAST) then
entity_setActivationType(me, AT_CLICK)
else
entity_setActivationType(me, AT_NONE)
end
--[[
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
entity_updateMovement(me, dt)
]]--
if v.held ~= 0 then
entity_setPosition(v.held, bone_getWorldPosition(v.sleepLoc))
entity_rotate(v.held, bone_getWorldRotation(v.sleepLoc))
entity_clearVel(v.held)
end
if v.held2 ~= 0 then
local bx, by = bone_getWorldPosition(v.sleepLoc)
entity_setPosition(v.held2, bx-20, by-20)
entity_rotate(v.held2, bone_getWorldRotation(v.sleepLoc))
entity_clearVel(v.held2)
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_CLOSE) then
entity_animate(me, "close")
elseif entity_isState(me, STATE_OPEN) then
playSfx("clam-open")
entity_setStateTime(me, entity_animate(me, "open"))
end
end
function exitState(me)
if entity_isState(me, STATE_OPEN) then
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
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)
-- sleep
v.n = getNaija()
local l = 0
if hasLi() then
l = getLi()
end
esetv(v.n, EV_LOOKAT, 0)
local saveCombat = getFlag(FLAG_LICOMBAT)
if l ~= 0 then
fade2(1, 0.5, 1, 1, 1)
watch(0.5)
setFlag(FLAG_LICOMBAT, 0)
entity_setState(l, STATE_PUPPET)
entity_setPosition(l, entity_x(v.n), entity_y(v.n))
fade2(0, 0.5, 1, 1, 1)
end
entity_idle(v.n)
if entity_isfh(me) and entity_isfh(v.n) then
entity_fh(v.n)
elseif not entity_isfh(me) and not entity_isfh(v.n) then
entity_fh(v.n)
end
entity_clearVel(v.n)
watch(0.1)
local x, y = bone_getWorldPosition(v.sleepLoc)
entity_setPosition(v.n, x, y, 1)
watch(1)
if l ~= 0 then
entity_clearVel(l)
entity_setPosition(l, x, y, 1)
end
v.held = v.n
entity_clearVel(v.n)
--entity_rotate(held, bone_getWorldRotation(v.sleepLoc), 1)
emote(EMOTE_NAIJASIGH)
entity_animate(v.n, "sleep", -1, LAYER_OVERRIDE)
watch(1)
if l ~= 0 then
if entity_fh(v.n) and entity_fh(l) then
entity_fh(l)
elseif entity_fh(v.n) and not entity_fh(l) then
entity_fh(l)
end
entity_clearVel(l)
v.held2 = l
--entity_rotate(l, bone_getWorldRotation(v.sleepLoc), 1)
entity_animate(l, "sleep", -1)
watch(1)
end
entity_setState(me, STATE_CLOSE)
watch(1.5)
musicVolume(0.25, 1)
fade(1, 1)
watch(1)
local nd = entity_getNearestNode(me, "CLAMCAM")
if nd ~= 0 then
cam_toNode(nd)
end
watch(1)
fade(0.5, 1)
watch(1)
--entity_heal(v.n, 20)
-- do sleep wait for input thing
while (not isLeftMouse()) and (not isRightMouse()) do
watch(FRAME_TIME)
entity_heal(v.n, FRAME_TIME)
end
musicVolume(1, 1)
fade(0, 2)
entity_setState(me, STATE_OPEN)
watch(0.5)
cam_toEntity(v.n)
entity_idle(v.n)
entity_animate(v.n, "slowWakeUp")
while entity_isAnimating(v.n) do
watch(FRAME_TIME)
end
local nx, ny = entity_getNormal(me)
nx,ny = vector_setLength(nx, ny, 200)
entity_idle(v.n)
entity_addVel(v.n, nx, ny)
entity_rotateToVel(v.n)
entity_animate(v.n, "burst")
if l ~= 0 then
entity_setState(l, STATE_IDLE)
setFlag(FLAG_LICOMBAT, saveCombat)
end
esetv(v.n, EV_LOOKAT, 1)
entity_setInternalOffset(l, 0, 0, 0.5)
--entity_animate(v.n, "wakeUp")
--watch(1)
v.held = 0
v.held2 = 0
end