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Aquaria/game_scripts/scripts/entities/singbulb.lua

214 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.bulb = 0
v.base = 0
v.glow = 0
v.entToSpawn = ""
v.ingToSpawn = ""
v.amount = 0
v.myNote = 0
v.singingNote = false
v.singTimer = 0
v.back = false
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_NEUTRAL)
entity_initSkeletal(me, "singbulb")
v.bulb = entity_getBoneByName(me, "bulb")
v.base = entity_getBoneByName(me, "base")
v.glow = entity_getBoneByName(me, "glow")
entity_animate(me, "idle", -1)
if entity_isFlag(me, 1) then
entity_setState(me, STATE_OPENED)
else
entity_setState(me, STATE_CLOSED)
end
-- should not be necessarry anymore
--[[
local nodey = entity_getNearestNode(me, "layerback")
if nodey ~= 0 and node_isEntityIn(nodey, me) then
entity_setEntityLayer(me, -1)
v.back = true
end
]]--
local n1 = getNearestNodeByType(entity_x(me), entity_y(me), PATH_SETING)
if n1 ~= 0 and node_isEntityIn(n1, me) then
v.ingToSpawn = node_getContent(n1)
v.amount = node_getAmount(n1) if v.amount == 0 then v.amount = 1 end
else
local n2 = getNearestNodeByType(entity_x(me), entity_y(me), PATH_SETENT)
if n2 ~= 0 and node_isEntityIn(n2, me) then
v.entToSpawn = node_getContent(n2)
v.amount = node_getAmount(n2) if v.amount == 0 then v.amount = 1 end
end
end
v.myNote = getRandNote()
entity_setCanLeaveWater(me, true)
entity_setCullRadius(me, 512)
-- note: LAYER OVERRIDE
entity_setEntityLayer(me, -100)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
local r, g, b = getNoteColor(v.myNote)
bone_setColor(v.bulb, r, g, b)
bone_setColor(v.glow, r, g, b)
bone_setBlendType(v.glow, BLEND_ADD)
bone_alpha(v.glow, 0.4)
bone_scale(v.glow, 12, 12, 1, -1, 1)
if mapNameContains("veil") then
bone_setTexture(v.base, "singbulb/base-0002")
elseif mapNameContains("mithalas") or mapNameContains("cathedral") or mapNameContains("final") then
bone_setTexture(v.base, "singbulb/base-0003")
elseif mapNameContains("icecave") or mapNameContains("frozenveil") or mapNameContains("bubble") then
bone_setTexture(v.base, "singbulb/base-0004")
elseif mapNameContains("abyss") then
bone_setTexture(v.base, "singbulb/base-0005")
end
end
function update(me, dt)
if entity_isState(me, STATE_CLOSED) then
if v.singingNote then
v.singTimer = v.singTimer + dt
if v.singTimer > 2 then
v.singingNote = false
v.singTimer = 0
bone_scale(v.bulb, 1, 1, 1)
entity_setState(me, STATE_OPEN)
end
end
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
elseif entity_isState(me, STATE_CLOSED) then
elseif entity_isState(me, STATE_OPENED) then
bone_alpha(v.bulb, 0)
elseif entity_isState(me, STATE_OPEN) then
bone_alpha(v.bulb, 0)
entity_setStateTime(me, 1)
entity_setFlag(me, 1)
local bx, by = bone_getWorldPosition(v.bulb)
if v.ingToSpawn ~= "" or v.entToSpawn ~= "" then
playSfx("secret")
end
if v.ingToSpawn ~= "" then
for i=1,v.amount do
local ing = spawnIngredient(v.ingToSpawn, bx, by, 1, (i==1))
--[[
if i==1 then
entity_clearVel(ing)
x,y = entity_getNormal(me)
x,y = vector_setLength(x, y, 250)
entity_addVel(ing, x, y)
end
]]--
end
elseif v.entToSpawn ~= "" then
for i=1,v.amount do
createEntity(v.entToSpawn, "", bx, by)
end
end
end
end
function exitState(me)
if entity_isState(me, STATE_OPEN) then
entity_setState(me, STATE_OPENED)
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)
if entity_isEntityInRange(me, v.n, 800) then
if entity_isState(me, STATE_CLOSED) then
if v.myNote == note then
if v.back then
local e = getFirstEntity()
while e ~= 0 do
if eisv(e, EV_TYPEID, EVT_ROCK) or eisv(e, EV_TYPEID, EVT_CONTAINER) then
if entity_isEntityInRange(me, e, 64) then
return
end
end
e = getNextEntity()
end
end
v.singingNote = true
v.singTimer = 0
bone_scale(v.bulb, 1, 1)
bone_scale(v.bulb, 0.7, 1, 0.1, -1, 1)
end
end
end
end
function songNoteDone(me, note)
v.singingNote = false
v.singTimer = 0
bone_scale(v.bulb, 1, 1, 1)
end
function song(me, song)
end
function activate(me)
end