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Aquaria/game_scripts/scripts/entities/monkey.lua

234 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
local STATE_CLIMBUP = 1000
local STATE_WALLATTACK = 1001
local STATE_CLIMBDOWN = 1002
local STATE_WALL = 1003
local STATE_FALLING = 1004
local STATE_DROWN = 1005
local STATE_DROWNED = 1006
v.treeNode = 0
v.moveTimer = 0
v.minNode = 0
v.maxNode = 0
v.hitSoundDelay = 0
function init(me)
v.walkSpd = 170+math.random(50)
v.soundDelay = math.random(3)+2
setupBasicEntity(me,
"", -- texture
6, -- health
1, -- manaballamount
1, -- exp
1, -- money
32, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
64, -- sprite width
64, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
1, -- 0/1 hit other entities off/on (uses collideRadius)
4000 -- updateCull -1: disabled, default: 4000
)
entity_initSkeletal(me, "Monkey")
entity_setDeathParticleEffect(me, "TinyRedExplode")
entity_scale(me, 0.6, 0.6)
v.minNode = entity_getNearestNode(me, "MONKEYMIN")
v.maxNode = entity_getNearestNode(me, "MONKEYMAX")
local node = entity_getNearestNode(me, "TREE")
if node ~= 0 and node_isEntityIn(node, me) then
debugLog("FOUND TREE!")
v.treeNode = node
entity_setState(me, STATE_WALL)
else
debugLog("no tree :|")
entity_clampToSurface(me)
entity_setState(me, STATE_IDLE)
end
entity_setCanLeaveWater(me, true)
entity_setMaxSpeed(me, 1400)
esetv(me, EV_WALLOUT, 20)
loadSound("Monkey-Idle")
loadSound("Monkey-Scream")
loadSound("Monkey-Hit")
entity_setDeathSound(me, "Monkey-Scream")
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
end
function postInit(me)
end
function update(me, dt)
if (not entity_isState(me, STATE_DROWN) and not entity_isState(me, STATE_DROWNED)) and entity_isUnderWater(me) and entity_y(me) > getWaterLevel() + 64 then
entity_setState(me, STATE_DROWN, 6)
end
if entity_isState(me, STATE_IDLE) then
--[[
local node = entity_getNearestNode(me, "TREE")
if node ~=0 and node_isEntityIn(node, me) then
v.treeNode = node
entity_setState(me, STATE_CLIMBUP)
end
]]--
--[[
v.moveTimer = v.moveTimer + dt
if v.moveTimer > 2.2 then
entity_flipHorizontal(me)
entity_switchSurfaceDirection(me)
v.moveTimer = 0
end
]]--
if v.minNode and v.maxNode then
if entity_x(me) < node_x(v.minNode) and not entity_isfh(me) then
entity_flipHorizontal(me)
entity_switchSurfaceDirection(me, 0)
--entity_adjustPositionBySurfaceNormal(me, 2)
--entity_clampToSurface(me)
elseif entity_x(me) > node_x(v.maxNode) and entity_isfh(me) then
entity_flipHorizontal(me)
entity_switchSurfaceDirection(me, 1)
--entity_clampToSurface(me)
end
--[[
if entity_isNearObstruction(me) then
entity_adjustPositionBySurfaceNormal(me, 5)
end
]]--
end
entity_moveAlongSurface(me, dt, v.walkSpd, 6, 20)
entity_rotateToSurfaceNormal(me, 0.1)
v.soundDelay = v.soundDelay - dt
if v.soundDelay < 0 then
v.soundDelay = math.random(3)+4
entity_sound(me, "Monkey-Idle", math.random(200)+900)
end
end
if entity_isState(me, STATE_FALLING) or entity_isState(me, STATE_DROWN) or entity_isState(me, STATE_DROWNED) then
entity_updateMovement(me, dt)
end
if entity_isState(me, STATE_CLIMBUP) and not entity_isFollowingPath(me) then
entity_setState(me, STATE_CLIMBDOWN)
end
entity_checkSplash(me)
entity_handleShotCollisions(me)
if v.hitSoundDelay > 0 then
v.hitSoundDelay = v.hitSoundDelay - dt
if v.hitSoundDelay < 0 then
v.hitSoundDelay = 0
end
end
if isObstructed(entity_x(me), entity_y(me)) then
entity_adjustPositionBySurfaceNormal(me, 1)
end
end
function damage(me, attacker, bone, damageType, dmg)
if entity_isState(me, STATE_DROWN) or entity_isState(me, STATE_DROWNED) then
return true
end
if entity_isState(me, STATE_WALL) then
entity_setState(me, STATE_FALLING)
end
if damageType == DT_AVATAR_VINE then
if entity_isState(me, STATE_WALL) then
-- monkey knocked out of tree with vine
flingMonkey(me)
--entity_sound(me, "Monkey-Scream", math.random(200)+900)
playSfx("Monkey-Scream")
return false
end
end
if v.hitSoundDelay == 0 then
playSfx("Monkey-Hit")
v.hitSoundDelay = 0.3 + math.random(2)*0.1
end
return true
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
--entity_animate(me, "idle", LOOP_INF)
entity_animate(me, "crawl", LOOP_INF)
elseif entity_isState(me, STATE_ATTACK) then
entity_animate(me, "attack")
elseif entity_isState(me, STATE_WALLATTACK) then
entity_animate(me, "wallAttack")
elseif entity_isState(me, STATE_WALL) then
debugLog("STATEWALL!")
entity_animate(me, "wall", LOOP_INF)
elseif entity_isState(me, STATE_FALLING) then
entity_setWeight(me, 1200)
elseif entity_isState(me, STATE_DROWN) then
entity_setDeathSound(me, "")
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
--entity_setDamageTarget(me, DT_AVATAR_PET, false)
entity_animate(me, "drown", LOOP_INF)
entity_setWeight(me, 400)
entity_setMaxSpeedLerp(me, 0.2, 0.1)
entity_setDeathSound(me, "")
elseif entity_isState(me, STATE_DROWNED) then
entity_animate(me, "drowned", LOOP_INF)
entity_rotate(me, 0, 0.1)
entity_setWeight(me, -200)
entity_setMaxSpeedLerp(me, 0.1, 1)
entity_setCanLeaveWater(me, false)
entity_setProperty(me, EP_MOVABLE, true)
entity_setDeathSound(me, "")
elseif entity_isState(me, STATE_CLIMBDOWN) then
entity_animate(me, "wall", LOOP_INF)
entity_followPath(me, v.treeNode, SPEED_VERYSLOW, 1)
end
end
function exitState(me)
if entity_isState(me, STATE_FALLING) then
entity_setWeight(me, 0)
elseif entity_isState(me, STATE_DROWN) then
entity_setState(me, STATE_DROWNED)
end
end
function hitSurface(me)
if entity_isState(me, STATE_FALLING) then
entity_clampToSurface(me)
entity_setState(me, STATE_IDLE)
end
end