mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-27 02:33:50 +00:00
200 lines
4.8 KiB
Lua
200 lines
4.8 KiB
Lua
-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria is free software; you can redistribute it and/or
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-- modify it under the terms of the GNU General Public License
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-- as published by the Free Software Foundation; either version 2
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-- of the License, or (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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--
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-- See the GNU General Public License for more details.
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--
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-- You should have received a copy of the GNU General Public License
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-- along with this program; if not, write to the Free Software
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-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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v.n = 0
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v.attackDelay = 2
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local STATE_GETREADY = 1000
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local STATE_FIRING = 1001
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v.body = 0
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "Guardian")
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entity_generateCollisionMask(me)
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entity_setHealth(me, 64)
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entity_setDeathScene(me, true)
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entity_setState(me, STATE_WAIT)
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entity_setCullRadius(me, 2000)
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entity_scale(me, 2, 2)
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entity_setDeathScene(me, true)
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v.body = entity_getBoneByName(me, "Body")
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entity_setTargetRange(me, 2024)
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entity_setUpdateCull(me, 3000)
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loadSound("Guardian-Die")
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loadSound("Guardian-Attack")
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end
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function postInit(me)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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local node = entity_getNearestNode(me, "FLIP")
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if node ~= 0 and node_isEntityIn(node, me) then
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entity_fh(me)
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end
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end
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function update(me, dt)
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--entity_updateMovement(me, dt)
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if entity_isState(me, STATE_WAIT) then
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if entity_isEntityInRange(me, v.n, 600) then
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entity_setState(me, STATE_GETREADY)
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end
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end
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if entity_isState(me, STATE_IDLE) then
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v.attackDelay = v.attackDelay - dt
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if v.attackDelay <= 0 then
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if not entity_isEntityInRange(me, v.n, 1024) or chance(10) then
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entity_setState(me, STATE_FIRING)
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else
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entity_setState(me, STATE_ATTACK)
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end
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end
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end
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if not entity_isState(me, STATE_WAIT) then
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overrideZoom(0.6, 1)
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end
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entity_handleShotCollisionsSkeletal(me)
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if bone ~= 0 then
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if entity_isfh(me) then
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entity_addVel(v.n, 2000, 0)
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else
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entity_addVel(v.n, -2000, 0)
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end
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entity_damage(v.n, me, 1)
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end
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if entity_isfh(me) then
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if entity_x(v.n) > entity_x(me) then
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entity_addVel(v.n, 1000, 0)
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end
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else
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if entity_x(v.n) > entity_x(me) then
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entity_addVel(v.n, -1000, 0)
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end
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end
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entity_clearTargetPoints(me)
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entity_addTargetPoint(me, bone_getWorldPosition(v.body))
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end
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function enterState(me)
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if entity_isState(me, STATE_IDLE) then
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entity_animate(me, "ready", -1)
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elseif entity_isState(me, STATE_WAIT) then
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entity_animate(me, "wait", -1)
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elseif entity_isState(me, STATE_GETREADY) then
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entity_setStateTime(me, entity_animate(me, "getReady"))
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elseif entity_isState(me, STATE_ATTACK) then
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playSfx("Guardian-Attack")
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if entity_y(v.n) < entity_y(me) then
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entity_setStateTime(me, entity_animate(me, "attack"))
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else
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entity_setStateTime(me, entity_animate(me, "attack2"))
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end
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elseif entity_isState(me, STATE_DEATHSCENE) then
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playSfx("Guardian-Die")
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shakeCamera(4, 4)
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overrideZoom(0.5, 0.5)
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entity_setStateTime(me, 99)
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cam_toEntity(me)
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entity_setInvincible(v.n, true)
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watch(entity_animate(me, "die"))
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entity_color(me, 0, 0, 0, 1)
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watch(1)
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entity_setStateTime(me, 0.01)
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entity_setInvincible(v.n, false)
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cam_toEntity(v.n)
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elseif entity_isState(me, STATE_FIRING) then
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entity_setStateTime(me, entity_animate(me, "firing"))
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end
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end
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function exitState(me)
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if entity_isState(me, STATE_ATTACK) then
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v.attackDelay = 3
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_GETREADY) then
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_DEATHSCENE) then
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overrideZoom(0, 0.5)
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elseif entity_isState(me, STATE_FIRING) then
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entity_setState(me, STATE_IDLE)
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end
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end
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function damage(me, attacker, bone, damageType, dmg)
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if entity_isState(me, STATE_WAIT) then
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entity_setState(me, STATE_GETREADY)
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return false
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end
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if bone == v.body then
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return true
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end
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return false
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end
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function animationKey(me, key)
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if entity_isState(me, STATE_FIRING) then
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if key == 2 or key == 4 or key == 6 then
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local s = createShot("Guardian", me, v.n, entity_getPosition(me))
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if key == 2 then
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shot_setAimVector(s, -400, -100)
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elseif key == 4 then
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shot_setAimVector(s, -400, 0)
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elseif key == 6 then
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shot_setAimVector(s, -400, 100)
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end
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end
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end
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end
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function hitSurface(me)
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end
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function songNote(me, note)
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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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function activate(me)
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end
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