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Aquaria/game_scripts/scripts/entities/finalspiritcommon.lua

264 lines
5.9 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.off = 0
v.glow = 0
v.flag = 0
v.sz = 0.7
v.nqtimer = 0
v.noteQuad = 0
v.delay = 0
v.boneGroup = nil
v.noteBone = 0
v.spinDir = 1
v.index = 0
local function boneGroupAlpha(a, t)
for i=1,14 do
bone_alpha(v.boneGroup[i], a, t, 0, 0, 1)
end
end
function v.commonInit(me, skel, num, f, r, g, b)
v.boneGroup = {}
setupEntity(me)
entity_setEntityType(me, ET_NEUTRAL)
entity_initSkeletal(me, skel)
entity_setEntityLayer(me, 1)
entity_setState(me, STATE_FIGURE)
entity_scale(me, v.sz, v.sz)
v.off = 6.28*(num*0.25)
v.body = entity_getBoneByName(me, "Body")
v.glow = entity_getBoneByName(me, "Glow")
v.noteBone = entity_getBoneByName(me, "Note")
bone_setVisible(v.glow, true)
bone_setVisible(v.noteBone, true)
bone_alpha(v.noteBone)
bone_setBlendType(v.glow, BLEND_ADD)
bone_scale(v.glow, 4, 4)
bone_scale(v.glow, 8, 8, 0.5, -1, 1, 1)
bone_setColor(v.glow, r*0.5 + 0.5, g*0.5 + 0.5, b*0.5 + 0.5)
bone_setAnimated(v.noteBone, ANIM_POS)
bone_setAnimated(v.glow, ANIM_POS)
loadSound("Spirit-Awaken")
loadSound("Spirit-Join")
v.flag = f
v.index = num
--[[
for i=0,13 do
v.boneGroup[i+1] = entity_getBoneByIndex(me, i)
end
]]--
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
v.incut=false
function update(me, dt)
if v.nqtimer > 0 then
v.nqtimer = v.nqtimer - dt
if v.nqtimer <= 0 then
end
end
--entity_updateMovement(me, dt)
if entity_isState(me, STATE_FIGURE) then
if v.incut then return end
if entity_isEntityInRange(me, v.n, 256) then
v.incut = true
entity_setInvincible(v.n, true)
entity_idle(v.n)
entity_flipToEntity(v.n, me)
cam_toEntity(me)
watch(2)
if v.index == 0 then
voice("Naija_SpiritKrotite")
elseif v.index == 1 then
voice("Naija_SpiritMithalas")
elseif v.index == 2 then
voice("Naija_SpiritDruniad")
elseif v.index == 3 then
voice("Naija_SpiritErulian")
end
watchForVoice()
spawnParticleEffect("SpiritBeacon", entity_x(v.n), entity_y(v.n))
playSfx("Spirit-Beacon")
watch(0.4)
spawnParticleEffect("SpiritBeacon", entity_x(me), entity_y(me))
playSfx("Spirit-Beacon")
watch(1)
entity_alpha(me, 1, 2)
watch(0.5)
playSfx("Spirit-Awaken")
watch(1.25)
entity_rotate(me, 0, 1, 0, 0, 1)
entity_setState(me, STATE_IDLE)
watch(2)
watch(1)
bone_alpha(v.glow, 1, 1, 0, 0, 1)
watch(1)
playSfx("Spirit-Join")
entity_setState(me, STATE_FOLLOW)
setFlag(v.flag, 1)
watch(2)
cam_toEntity(v.n)
if isFlag(FLAG_SPIRIT_DRASK, 1)
and isFlag(FLAG_SPIRIT_ERULIAN, 1)
and isFlag(FLAG_SPIRIT_KROTITE, 1)
and isFlag(FLAG_SPIRIT_DRUNIAD, 1) then
voice("Naija_FourSpirits")
watch(2)
end
entity_setInvincible(v.n, false)
v.incut=false
end
end
if entity_isState(me, STATE_FOLLOW) then
local dist = 400
local t = 0
local x = 0
local y = 0
if avatar_isRolling() then
dist = 250
v.spinDir = -avatar_getRollDirection()
t = getTimer(6.28)*v.spinDir
else
t = getHalfTimer(6.28)*v.spinDir
end
if isForm(FORM_ENERGY) then
dist = dist - 100
end
--[[
if avatar_isBursting() then
x = entity_velx(v.n)
y = entity_vely(v.n)
x, y = vector_setLength(x, y, 512)
end
]]--
local a = t + v.off
x = x + math.sin(a)*dist
y = y + math.cos(a)*dist
entity_setPosition(me, entity_x(v.n)+x, entity_y(v.n)+y, 0.2)
--[[
v.delay = v.delay - dt
if v.delay < 0 then
local s = createShot("FinalSpirit", me, 0, entity_x(me), entity_y(me))
v.delay = 0.1
end
]]--
end
if v.noteQuad ~= 0 then
quad_setPosition(v.noteQuad, 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_FIGURE) then
entity_scale(me, v.sz, v.sz, 1)
esetv(me, EV_LOOKAT, 1)
--boneGroupAlpha(1, 1)
bone_alpha(v.glow, 0, 1, 0, 0, 1)
entity_alpha(me, 0.2, 1, 0, 0, 1)
entity_animate(me, "figure", -1)
elseif entity_isState(me, STATE_FOLLOW) then
entity_scale(me, 0.2, 0.2, 1)
entity_animate(me, "ball", -1, 0, 3)
esetv(me, EV_LOOKAT, 0)
--boneGroupAlpha(0, 1)
bone_alpha(v.glow, 1, 1, 0, 0, 1)
entity_alpha(me, 1, 2, 0, 0, 1)
bone_rotate(v.glow, 0, 1, 0, 0, 1)
bone_rotate(v.glow, 360, 1, -1)
end
bone_rotate(v.boneNote, -entity_getRotation(me))
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
return false
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
local t = 1
--v.noteQuad = createQuad(string.format("Song/NoteSymbol%d", note), 6)
bone_setTexture(v.noteBone, string.format("Song/NoteSymbol%d", note))
bone_alpha(v.noteBone, 0.8)
bone_alpha(v.noteBone, 0, t)
bone_scale(v.noteBone, 4, 4)
bone_scale(v.noteBone, 8, 8, t, 0, 0, 1)
bone_setColor(v.noteBone, getNoteColor(note))
--quad_setPosition(v.noteQuad, entity_x(me), entity_y(me))
--quad_delete(v.noteQuad, t)
v.nqtimer = t
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end