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Aquaria/game_scripts/scripts/entities/grouper.lua

304 lines
7.1 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.dir = -1
v.ing = 0
v.mouthState = 0
local MOUTH_IDLE = 0
local MOUTH_OPEN = 1
local MOUTH_CLOSED = 2
local STATE_SPIT = 1000
v.holding = 0
v.bite = 0
v.eyeglow = 0
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "grouper")
--entity_setAllDamageTargets(me, false)
entity_setCollideRadius(me, 128)
entity_setHealth(me, 24)
--entity_setEntityLayer(me, 1)
entity_offset(me, 0, -40)
entity_offset(me, 0, 40, 3, -1, 1, 1)
entity_setState(me, STATE_IDLE)
v.eyeglow = entity_getBoneByName(me, "glow")
bone_setBlendType(v.eyeglow, BLEND_ADD)
bone_alpha(v.eyeglow, 0)
v.bite = entity_getBoneByName(me, "bite")
bone_alpha(v.bite, 0)
esetv(me, EV_ENTITYDIED, 1)
entity_setCullRadius(me, 800)
loadSound("grouper")
loadSound("grouper-hurt")
loadSound("grouper-die")
entity_setDeathSound(me, "grouper-die")
entity_setDeathScene(me, true)
entity_setDeathParticleEffect(me, "tinygreenexplode")
--entity_addVel(me, randVector(500))
end
local function doSetRenderPass(me, pass)
for i=0,5 do if i ~= 1 then bone_setRenderPass(entity_getBoneByIdx(me, i), pass) end end
end
local function closeMouth(me)
entity_stopAllAnimations(me)
entity_animate(me, "idle", -1)
entity_animate(me, "close", 0, 1)
v.mouthState = MOUTH_IDLE
debugLog("set render pass 0")
doSetRenderPass(me, 0)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function entityDied(me, theIng)
if theIng == v.ing then
entity_stopAllAnimations(me)
entity_animate(me, "idle", -1)
entity_animate(me, "close", 0, 1)
v.ing = 0
end
end
local function checkMouth(me)
local bx, by = bone_getWorldPosition(v.bite)
if v.mouthState == MOUTH_OPEN then
if entity_isPositionInRange(v.n, bx, by, 96) then
v.holding = v.n
closeMouth(me)
entity_setState(me, STATE_WAIT, 2, 1)
v.ing = 0
debugLog("set render pass 3")
doSetRenderPass(me, 3)
end
end
end
function update(me, dt)
entity_updateMovement(me, dt)
--[[
--entity_addVel(me, v.dir*100*dt, 0)
entity_doCollisionAvoidance(me, dt, 32, 0.1)
entity_doCollisionAvoidance(me, dt, 16, 0.1)
if math.abs(entity_velx(me)) < 100 or math.abs(entity_vely(me)) < 100 then
entity_addVel(me, randVector(500))
end
entity_flipToVel(me)
]]--
local bx, by = bone_getWorldPosition(v.bite)
if entity_isState(me, STATE_IDLE) then
if v.ing == 0 then
v.ing = entity_getNearestEntity(me, "", 1024, ET_INGREDIENT, 0)
entity_setMaxSpeedLerp(me, 0.01, 0.2)
v.mouthState = MOUTH_IDLE
else
entity_doCollisionAvoidance(me, dt, 16, 0.5)
--debugLog(string.format("ing: %s", entity_getName(v.ing)))
if v.mouthState ~= MOUTH_OPEN then
spawnParticleEffect("bubble-release", bx, by)
entity_animate(me, "open", 0, 1)
v.mouthState = MOUTH_OPEN
debugLog("set render pass 3")
doSetRenderPass(me, 3)
entity_sound(me, "grouper")
end
entity_moveTowards(me, entity_x(v.ing)-64, entity_y(v.ing), dt, 2000)
if entity_isPositionInRange(me, entity_x(v.ing), entity_y(v.ing), 128) then
entity_sound(me, "gulp")
entity_delete(v.ing)
v.ing = 0
entity_stopAllAnimations(me)
entity_animate(me, "idle", -1)
entity_animate(me, "close", 0, 1)
end
entity_setMaxSpeedLerp(me, 2, 0.2)
checkMouth(me)
end
elseif entity_isState(me, STATE_OPEN) then
checkMouth(me)
end
if v.ing == 0 then
if v.mouthState == MOUTH_OPEN then
closeMouth(me)
entity_setState(me, STATE_IDLE)
end
end
if v.holding ~= 0 then
entity_setPosition(v.holding, bx, by)
end
if v.holding ~= 0 and not (entity_isState(me, STATE_WAIT) or entity_isState(me, STATE_SPIT)) then
entity_setState(me, STATE_SPIT, 1)
end
if v.holding == 0 and v.ing == 0 and v.mouthState ~= MOUTH_OPEN then
doSetRenderPass(me, 0)
end
entity_doCollisionAvoidance(me, dt, 10, 0.5)
entity_flipToVel(me)
if entity_isState(me, STATE_IDLE) then
if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0) then
if v.mouthState ~= MOUTH_OPEN and avatar_isBursting() and entity_setBoneLock(v.n, me) then
-- yay!
else
local x, y = entity_getVectorToEntity(me, v.n, 1000)
entity_addVel(v.n, x, y)
end
end
end
entity_handleShotCollisions(me)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_SPIT) then
local bx, by = bone_getWorldPosition(v.bite)
spawnParticleEffect("bubble-release", bx, by)
entity_animate(me, "open2", 0, 1)
if v.holding ~= 0 then
entity_clearVel(v.holding)
if entity_isfh(me) then
entity_push(v.holding, 5000, 0, 2, 5000, 0.5)
entity_addVel(v.holding, 5000, 0)
else
entity_push(v.holding, -5000, 0, 2, 5000, 0.5)
entity_addVel(v.holding, -5000, 0)
end
end
v.holding = 0
elseif entity_isState(me, STATE_WAIT) then
entity_setMaxSpeedLerp(me, 0, 2)
elseif entity_isState(me, STATE_OPEN) then
if entity_getBoneLockEntity(getNaija()) == me then
avatar_fallOffWall()
end
if v.mouthState ~= MOUTH_OPEN then
local bx, by = bone_getWorldPosition(v.bite)
spawnParticleEffect("bubble-release", bx, by)
entity_animate(me, "open", 0, 1)
v.mouthState = MOUTH_OPEN
debugLog("set render pass 3")
doSetRenderPass(me, 3)
end
elseif entity_isState(me, STATE_DEATHSCENE) then
entity_scale(me, 0, 0, 2)
entity_setStateTime(me, 2)
end
end
function exitState(me)
if entity_isState(me, STATE_WAIT) then
entity_setState(me, STATE_SPIT, 1)
elseif entity_isState(me, STATE_SPIT) then
closeMouth(me)
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_OPEN) then
closeMouth(me)
v.mouthState = MOUTH_IDLE
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
entity_sound(me, "grouper-hurt")
v.n = getNaija()
entity_setMaxSpeedLerp(me, 2, 0)
entity_setMaxSpeedLerp(me, 0, 2)
entity_moveTowards(me, entity_x(v.n), entity_y(v.n), 1, -3000)
return true
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
bone_alpha(v.eyeglow, 0.5, 1)
bone_setColor(v.eyeglow, getNoteColor(note))
end
function songNoteDone(me, note, timer)
if timer > 1 then
entity_setState(me, STATE_OPEN, 2)
end
bone_alpha(v.eyeglow, 0, 1)
end
function song(me, song)
end
function activate(me)
end