1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2024-11-27 02:33:50 +00:00
Aquaria/files/scripts/entities/mermanthin.lua

487 lines
12 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
-- ================================================================================================
-- Merman / Thin
-- ================================================================================================
v.swimTime = 0
v.swimTimer = v.swimTime - v.swimTime/4
v.dirTimer = 0
v.dir = 0
v.playedSound = false
v.attackDelay = 0
v.maxAttackDelay = 1
local STATE_HANG = 1000
local STATE_SWIM = 1001
local STATE_BURST = 1002
local STATE_WALL = 1003
local STATE_WALLBURST = 1004
v.burstDelay = 0
v.checkSurfaceDelay = 0
v.bloatTimer = 0
v.lastx = 0
v.lasty = 0
v.bloated = false
function init(me)
v.soundDelay = math.random(4)
v.playSoundDelay = math.random(300)/300.0
setupBasicEntity(me,
"", -- texture
9, -- health
1, -- manaballamount
1, -- exp
1, -- money
30, -- 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)
2000 -- updateCull -1: disabled, default: 4000
)
entity_initSkeletal(me, "MermanThin")
entity_setDeathParticleEffect(me, "TinyGreenExplode")
entity_setState(me, STATE_IDLE)
entity_setTarget(me, getNaija())
entity_setDropChance(me, 40, 1)
entity_scale(me, 0.75, 0.75)
entity_setBeautyFlip(me, false)
esetv(me, EV_WALLOUT, 32)
--[[
r = math.random(100)/200.0
r = r* 0.25
r = r - 0.15
entity_scale(me, 0.75+r, 0.75+r)
typ = math.random(4)
if typ<=2 then
entity_color(me, 1, 1, 1)
elseif typ==3 then
entity_color(me, 0.75, 0.75, 1)
elseif typ==4 then
entity_color(me, 1, 0.75, 0.75)
end
]]--
loadSound("Merman-Cry")
loadSound("Merman-Idle")
loadSound("merman-bloat-explode")
entity_setDeathScene(me, true)
entity_setDamageTarget(me, DT_ENEMY_POISON, false)
--esetv(me, EV_TYPEID, EVT_MERMANTHIN)
end
function postInit(me)
--checkSurface(me)
local node = entity_getNearestNode(me, "bloatup")
if node ~= 0 and node_isEntityIn(node, me) then
entity_setState(me, STATE_BLOATED, -1, 1)
end
local node = entity_getNearestNode(me, "sitstill")
if node ~= 0 and node_isEntityIn(node, me) then
entity_setMaxSpeed(me, 0.01)
end
end
--[[
function checkSurface(me)
if entity_isNearObstruction(me, 3, OBSCHECK_4DIR) then
v.checkSurfaceDelay = math.random(3)+1
if entity_clampToSurface(me, 0.5, 3) then
entity_setState(me, STATE_WALL, 2 + math.random(2))
else
v.checkSurfaceDelay = 0.1
end
end
end
]]--
function update(me, dt)
local amt = 800
if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_WALL) or entity_isState(me, STATE_SWIM) then
v.soundDelay = v.soundDelay - dt
if v.soundDelay < 0 then
v.soundDelay = math.random(4)+2
entity_sound(me, "Merman-Idle", 1000+math.random(100))
end
end
if v.burstDelay > 0 then
v.burstDelay = v.burstDelay - dt
end
entity_updateCurrents(me, dt)
if entity_isState(me, STATE_BLOATED) then
v.dirTimer = v.dirTimer + dt
if v.dirTimer > 2 then
v.dirTimer = 0
if v.dir > 0 then
v.dir = 0
else
v.dir = 1
end
end
local spd = 200
if v.dir > 0 then
spd = -spd
end
entity_addVel(me, spd*dt, 0)
entity_doEntityAvoidance(me, dt, 256, 0.1)
entity_doCollisionAvoidance(me, dt, 6, 0.5)
if not entity_isBeingPulled(me) then
v.bloatTimer = v.bloatTimer + dt
if v.bloatTimer > 0.5 then
spawnParticleEffect("gaspoof", entity_x(me), entity_y(me))
--createShot( "bloatgasshot", me, getNaija())
v.bloatTimer = 0
end
else
v.bloatTimer = -3
end
end
if entity_isState(me, STATE_IDLE) then
entity_rotate(me, 0, 0.2)
entity_updateCurrents(me)
v.timer = v.timer + dt
if v.timer > 2 then
v.timer = 0
if not entity_hasTarget(me) then
entity_findTarget(me, 2000)
end
if entity_hasTarget(me) then
entity_setState(me, STATE_SWIM)
end
entity_addVel(me, 0, -100*dt)
end
end
if not v.playedSound and entity_isEntityInRange(me, getNaija(), 800) then
v.playSoundDelay = v.playSoundDelay - dt
if v.playSoundDelay < 0 then
v.playedSound = true
entity_sound(me, "Merman-Cry", 1000 + math.random(100))
v.playSoundDelay = 0
end
end
if entity_isState(me, STATE_SWIM) then
v.timer = v.timer + dt
if v.timer > 5 then
entity_setState(me, STATE_IDLE)
end
if entity_hasTarget(me) then
entity_moveTowardsTarget(me, dt, 800)
entity_doCollisionAvoidance(me, dt, 3, 0.5)
else
entity_setState(me, STATE_IDLE)
end
entity_rotateToVel(me, 0)
entity_doEntityAvoidance(me, dt, 256, 0.1)
end
if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_SWIM) then
v.checkSurfaceDelay = v.checkSurfaceDelay + dt
if v.checkSurfaceDelay > 5 then
--debugLog("MermanThin: checking surface")
if entity_checkSurface(me, 6, STATE_WALL, math.random(2)+2) then
--debugLog("MermanThin: successful clamp!")
else
entity_doCollisionAvoidance(me, dt, 2, 0.5)
v.checkSurfaceDelay = 4.9
end
--v.checkSurfaceDelay = 0
else
entity_doCollisionAvoidance(me, dt, 2, 0.5)
end
end
if entity_isState(me, STATE_BURST) or entity_isState(me, STATE_WALLBURST) then
entity_rotateToVel(me, 0)
end
if entity_isBeingPulled(me) then
entity_setMaxSpeedLerp(me, 2, 0.1)
else
entity_setMaxSpeedLerp(me, 1, 0.1)
end
--[[
if not entity_hasTarget(me) then
entity_findTarget(me, 500)
else
v.swimTimer = v.swimTimer + dt
if v.swimTimer > v.swimTime then
entity_moveTowardsTarget(me, 1, amt)
if not entity_isNearObstruction(getNaija(), 8) then
entity_doCollisionAvoidance(me, 1, 6, 0.5)
end
entity_doSpellAvoidance(me, 1, 256, 0.2)
entity_doEntityAvoidance(me, 1, 256, 0.2)
entity_rotateToVel(me, 0.1)
v.swimTimer = v.swimTimer - v.swimTime
entity_animate(me, "swim", LOOP_INF)
else
entity_moveTowardsTarget(me, dt, 400)
entity_doEntityAvoidance(me, dt, 64, 0.1)
--if not entity_isNearObstruction(getNaija(), 8) then
entity_doCollisionAvoidance(me, dt, 6, 0.5)
if entity_getAnimationName(me, 0)~="idle" then
entity_animate(me, "idle", LOOP_INF)
end
--end
end
entity_findTarget(me, 800)
end
]]--
if not entity_isState(me, STATE_WALL) then
entity_doFriction(me, dt, 100)
if entity_isBeingPulled(me) then
--entity_flipToEntity(me, v.n)
entity_doCollisionAvoidance(me, dt, 5, 0.5)
else
entity_flipToVel(me)
end
entity_updateMovement(me, dt)
else
-- on wall
entity_moveAlongSurface(me, dt, 350, 6)
entity_rotateToSurfaceNormal(me)
--[[
if entity_x(me) == v.lastx and entity_y(me) == v.lasty then
entity_setState(me, STATE_WALLBURST)
end
]]--
end
if not entity_isState(me, STATE_WALL) then
if v.attackDelay < v.maxAttackDelay then
v.attackDelay = v.attackDelay + dt
else
if entity_isEntityInRange(me, entity_getTarget(me), 128) then
entity_animate(me, string.format("attack%d", math.random(3)), 0, LAYER_UPPERBODY)
v.attackDelay = 0
end
end
end
if not entity_isBeingPulled(me) then
local attacked = false
if not entity_isState(me, STATE_BLOATED) then
attacked = entity_touchAvatarDamage(me, 32, 1, 1200)
else
if v.bloatTimer >= 0 then
attacked = entity_touchAvatarDamage(me, 96, 0.5, 1200)
end
end
end
entity_handleShotCollisions(me)
v.lastx = entity_x(me)
v.lasty = entity_y(me)
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_ENEMY_GAS then
if not entity_isState(me, STATE_BLOATED) then
--and not entity_isState(me, STATE_WALL)
spawnParticleEffect("Swell", entity_x(me), entity_y(me))
entity_setState(me, STATE_BLOATED)
shakeCamera(3, 1)
else
return false
end
end
if entity_isState(me, STATE_BLOATED) then
if attacker == getNaija() then
entity_sound(me, "noeffect")
return false
end
end
if damageType == DT_ENEMY_POISON or damageType == DT_ENEMY_ACTIVEPOISON then
return false
end
if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_SWIM) then
if (entity_isState(me, STATE_IDLE) or v.burstDelay <= 0) and damageType == DT_AVATAR_ENERGYBLAST then
entity_setState(me, STATE_BURST, 0.5)
end
end
if damageType == DT_ENEMY_BEAM then
-- do more damage?
--entity_changeHealth(me, -dmg*2)
end
--entity_sound(me, "MermanHit", 980+math.random(40))
return true
end
function enterState(me)
v.timer = 0
if entity_getState(me)==STATE_IDLE then
--debugLog("MermanThin: STATE_IDLE")
entity_setProperty(me, EP_MOVABLE, false)
entity_setMaxSpeed(me, 600)
entity_animate(me, "idle", LOOP_INF)
elseif entity_isState(me, STATE_DEATHSCENE) then
entity_setStateTime(me, 1)
entity_setColor(me, 0, 0, 0, 0.5)
--entity_setAnimLayerTimeMult(me, 0, 2)
elseif entity_getState(me)==STATE_BLOATED then
--[[
if isMapName("Cathedral04") then
node = getNode("BLOATEDPOS")
entity_setPosition(me, node_x(node), node_y(node), 1, 0, 0, 1)
end
]]--
v.bloated = true
entity_setProperty(me, EP_MOVABLE, true)
--entity_applySurfaceNormalForce(me, 1000)
--entity_setWeight(me, 10)
entity_initSkeletal(me, "MermanBloated")
entity_rotate(me,0,0.5)
entity_setMaxSpeed(me, 200)
entity_animate(me, "idle", LOOP_INF)
entity_setDropChance(me, 0)
entity_adjustPositionBySurfaceNormal(me, 64)
entity_setDeathScene(me, false)
entity_setDeathParticleEffect(me, "mermanexplode")
entity_setDeathSound(me, "merman-bloat-explode")
entity_setDamageTarget(me, DT_AVATAR_PET, false)
entity_setDamageTarget(me, DT_ENEMY_POISON, false)
entity_sound(me, "merman-bloat-explode")
elseif entity_getState(me)==STATE_SWIM then
entity_animate(me, "swim", LOOP_INF)
elseif entity_isState(me, STATE_WALL) then
debugLog("MermanThin: STATE_WALL")
entity_clearVel(me)
entity_clampToSurface(me)
entity_stopAllAnimations(me)
--[[
side = false
if entity_x(getNaija()) < entity_x(me) then
side = false
else
side = true
end
a = entity_getRotation(me)
if a > 90 and a < 360-90 then
side = not side
end
]]--
if chance(50) then
entity_switchSurfaceDirection(me, 1)
if entity_isFlippedHorizontal(me) then
entity_flipHorizontal(me)
end
else
entity_switchSurfaceDirection(me, 0)
if not entity_isFlippedHorizontal(me) then
entity_flipHorizontal(me)
end
end
entity_animate(me, "wall", LOOP_INF)
elseif entity_getState(me)==STATE_BURST then
v.burstDelay = 6
entity_animate(me, "burst")
--[[
entity_doSpellAvoidance(me, 1, 256, 1.0)
entity_doEntityAvoidance(me, 1, 256, 1.0)
entity_doCollisionAvoidance(me, 1, 256, 1.0)
]]--
entity_setMaxSpeedLerp(me, 2, 0.1)
entity_moveTowardsTarget(me, 1, 1000)
elseif entity_getState(me)==STATE_WALLBURST then
--entity_applySurfaceNormalForce(me, 1000)
local vx, vy = entity_getNormal(me)
vx = vx * 1000
vy = vy * 1000
entity_clearVel(me)
entity_addVel(me, vx, vy)
--debugLog(string.format("v(%f, %f)", vx, vy))
v.burstDelay = 6
entity_animate(me, "burst")
entity_setMaxSpeedLerp(me, 2, 0.1)
--entity_moveAlongSurface(me, 1, 0, 0, 100)
elseif entity_isState(me, STATE_DEAD) then
entity_sound(me, "Merman-Cry", 1150 + math.random(200))
end
end
function exitState(me)
if entity_isState(me, STATE_BURST) or entity_isState(me, STATE_WALLBURST) then
entity_setState(me, STATE_SWIM)
entity_setMaxSpeedLerp(me, 1, 0.1)
elseif entity_isState(me, STATE_WALL) then
entity_setState(me, STATE_WALLBURST, 1)
end
end
function hitSurface(me)
end
function dieNormal(me)
if v.bloated then
shakeCamera(10, 2)
end
end