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Aquaria/game_scripts/scripts/entities/ekkrit.lua

252 lines
6.6 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
-- ================================================================================================
-- EEL
-- ================================================================================================
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
v.dir = 0
v.switchDirDelay = 0
v.wiggleTime = 0
v.wiggleDir = 1
v.interestTimer = 0
v.colorRevertTimer = 0
v.collisionSegs = 25
v.avoidLerp = 0
v.avoidDir = 1
v.interest = false
local STATE_AROUND = 1001
v.dir = 0
v.idleDelay = 3
v.n = 0
v.bone_body = 0
-- initializes the entity
function init(me)
-- oldhealth : 40
setupBasicEntity(
me,
"", -- texture
50, -- health
1, -- manaballamount
1, -- exp
1, -- money
32, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
90, -- sprite width
90, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
-1, -- updateCull -1: disabled, default: 4000
0
)
entity_setDropChance(me, 50)
entity_initHair(me, 64, 8, 64, "ekkrit/tail")
--[[
entity_initSegments(
25, -- num segments
2, -- minDist
12, -- maxDist
"wurm-body", -- body tex
"wurm-tail", -- tail tex
128, -- width
128, -- height
0.01, -- taper
0 -- reverse segment direction
)
]]--
if chance(50) then
v.dir = 0
else
v.dir = 1
end
if chance(50) then
v.interest = true
end
v.switchDirDelay = math.random(800)/100.0
v.naija = getNaija()
entity_addVel(me, math.random(1000)-500, math.random(1000)-500)
entity_setDeathParticleEffect(me, "Explode")
entity_initSkeletal(me, "Ekkrit")
entity_generateCollisionMask(me)
entity_animate(me, "idle", LOOP_INF)
entity_setDeathScene(me, true)
entity_setCullRadius(me, 1024)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
v.bone_body = entity_getBoneByName(me, "Body")
loadSound("EkkritCall")
loadSound("EkkritHit")
loadSound("EkkritIdle")
end
function postInit(me)
v.n = getNaija()
end
v.lastRot = 0
v.timer = 0
-- the entity's main update function
function update(me, dt)
v.idleDelay = v.idleDelay - dt
if v.idleDelay < 0 then
entity_sound(me, "EkkritIdle", (math.random(300)+800)/1000.0)
v.idleDelay = math.random(3) + 3
end
if entity_isState(me, STATE_AROUND) then
dt = dt * 1.5
end
if v.colorRevertTimer > 0 then
v.colorRevertTimer = v.colorRevertTimer - dt
if v.colorRevertTimer < 0 then
entity_setColor(me, 1, 1, 1, 3)
end
end
--entity_handleShotCollisionsHair(me, v.collisionSegs)
-- in idle state only
if entity_getState(me)==STATE_IDLE then
entity_doCollisionAvoidance(me, dt, 16, 0.05)
entity_doCollisionAvoidance(me, dt, 4, 0.5)
end
if not entity_hasTarget(me) then
entity_findTarget(me, 500)
else
-- has target
if entity_isState(me, STATE_IDLE) then
--debugLog(string.format("timer: %f", timer))
local t = 6
if entity_getRotation(me) > v.lastRot then
v.timer = v.timer + dt
if v.timer > t then
v.dir = 1
entity_setState(me, STATE_AROUND)
v.timer = 0
end
elseif entity_getRotation(me) < v.lastRot then
v.timer = v.timer - dt
if v.timer < -t then
v.dir = 0
entity_setState(me, STATE_AROUND)
v.timer = 0
end
end
v.lastRot = entity_getRotation(me)
if entity_isNearObstruction(entity_getTarget(me), 4) then
entity_moveTowardsTarget(me, dt, -100)
else
entity_moveTowardsTarget(me, dt, 500)
end
elseif entity_isState(me, STATE_AROUND) then
entity_moveAroundTarget(me, dt, 5000, v.dir)
entity_doCollisionAvoidance(me, dt, 16, 0.5)
entity_doCollisionAvoidance(me, dt, 4, 1.0)
end
end
--entity_flipToVel(me)
entity_rotateToVel(me, 0.3)
entity_updateMovement(me, dt)
entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
entity_updateHair(me, dt)
entity_handleShotCollisionsSkeletal(me)
--[[
if entity_collideHairVsCircle(me, v.naija, v.collisionSegs) then
entity_touchAvatarDamage(me, 0, 0, 500)
end
]]--
local bone = entity_collideSkeletalVsCircle(me, v.naija)
if bone ~= 0 then
if avatar_isBursting() and bone == v.bone_body and entity_setBoneLock(v.n, me, bone) then
else
local bx, by = bone_getWorldPosition(bone)
local x, y = entity_getPosition(v.n)
x = x - bx
y = y - by
x,y = vector_setLength(x, y, 800)
entity_addVel(v.n, x, y)
end
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_setNaijaReaction(me, "")
entity_setMaxSpeedLerp(me, 1, 0.5)
entity_setMaxSpeed(me, 200)
elseif entity_isState(me, STATE_AROUND) then
entity_setNaijaReaction(me, "smile")
entity_sound(me, "EkkritCall", (math.random(100)+950)/1000.0)
entity_setMaxSpeedLerp(me, 2.5)
entity_setStateTime(me, 5)
elseif entity_isState(me, STATE_DEATHSCENE) then
entity_setNaijaReaction(me, "shock")
entity_setStateTime(me, -1)
entity_offset(me, 0, 10, 0.5, -1, 1)
shakeCamera(10, 3)
cam_toEntity(me)
watch(2)
cam_toEntity(getNaija())
entity_setStateTime(me, 0.1)
end
end
function exitState(me)
if entity_isState(me, STATE_AROUND) then
entity_setState(me, STATE_IDLE)
end
end
function hitSurface(me)
end
function damage(me, attacker, bone, damageType, dmg)
entity_sound(me, "EkkritHit", (math.random(100)+950)/1000.0)
entity_setMaxSpeedLerp(me, 5)
entity_setMaxSpeedLerp(me, 1, 3)
entity_addVel(me, entity_velx(me)*2, entity_vely(me)*2)
entity_doSpellAvoidance(me, 1, 32, 1)
v.timer = 0
return true
end
function songNote(me, note)
end