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Aquaria/game_scripts/scripts/entities/_unused/ompo.lua

320 lines
6.4 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_RUNOFF = 1000
v.n = 0
v.following = false
v.seen = false
v.spinning = false
v.followMia = false
v.fade = false
v.singTimer = 0
v.rot = 0
v.glowBody = 0
v.body = 0
v.runNode = 0
local function normalSegs(me)
bone_setSegs(entity_getBoneByIdx(me, 0), 2, 8, 0.7, 0.7, -0.02, 0, 6, 1)
end
local function singSegs(me)
bone_setSegs(entity_getBoneByIdx(me, 0), 2, 8, 0.7, 0.7, 0.02, 0, 6, 1)
end
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_NEUTRAL)
entity_initSkeletal(me, "Ompo")
entity_setEntityLayer(me, 1)
--entity_generateCollisionMask(me)
entity_scale(me, 0.7, 0.7)
entity_setState(me, STATE_IDLE)
normalSegs(me)
v.glowBody = entity_getBoneByIdx(me,2)
v.body = entity_getBoneByIdx(me, 0)
entity_alpha(me, 1)
bone_alpha(v.glowBody, 0)
bone_setBlendType(v.glowBody, BLEND_ADD)
entity_scale(me, 0.6, 0.6)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
v.runNode = getNode("OMPORUNOFF")
end
function update(me, dt)
if entity_isState(me, STATE_IDLE) then
if not v.following then
entity_doCollisionAvoidance(me, dt, 2, 1)
if v.following then
entity_moveTowardsTarget(me, dt, 800)
else
if entity_isEntityInRange(me, v.n, 512) then
v.following = true
entity_moveTowardsTarget(me, dt, 800)
if isFlag(FLAG_OMPO, 2) then
setFlag(FLAG_OMPO, 3)
playSfx("Ompo")
emote(EMOTE_NAIJALAUGH)
end
end
end
entity_flipToVel(me)
entity_updateMovement(me, dt)
else
local tar
if v.followMia then
tar = getEntity("13_MainArea")
esetv(me, EV_LOOKAT, 0)
else
tar = entity_getNearestEntity(me, "13_MainArea", 1024)
if tar == 0 then
tar = v.n
end
end
v.rot = v.rot + dt*0.2
if avatar_isSinging() then
v.rot = v.rot + dt*0.2
end
if v.rot > 1 then
v.rot = v.rot - 1
end
local dist = 100
if tar == v.n then
if avatar_isSinging() then
dist = 150
end
else
if v.fade then
dist = 32
else
dist = 200
end
end
local t = 0
local x = 0
local y = 0
if avatar_isRolling() then
dist = 90
t = v.rot * 6.28
else
t = v.rot * 6.28
end
if not entity_isEntityInRange(me, tar, 2024) then
entity_setPosition(me, entity_x(tar)+x, entity_y(tar)+y)
end
local a = t
x = x + math.sin(a)*dist
y = y + math.cos(a)*dist
if tar ~= v.n then
if v.fade then
entity_setPosition(me, entity_x(tar)+x, entity_y(tar)+y, 0.2)
else
entity_setPosition(me, entity_x(tar)+x, entity_y(tar)+y, 2)
end
elseif avatar_isSinging() then
entity_setPosition(me, entity_x(tar)+x, entity_y(tar)+y, 0.2)
else
entity_setPosition(me, entity_x(tar)+x, entity_y(tar)+y, 0.6)
end
if tar == v.n then
if not avatar_isSinging() then
entity_flipToEntity(me, v.n)
end
if avatar_isSinging() then
v.singTimer = v.singTimer + dt
if v.singTimer > 4 then
v.singTimer = 0 - math.random(4)
if chance(50) then
emote(EMOTE_NAIJAGIGGLE)
end
if chance(75) then
playSfx("Ompo")
end
entity_rotate(me, 0)
entity_rotate(me, -360, 1, 0, 0, 1)
end
else
v.singTimer = v.singTimer - dt *2
if v.singTimer < 0 then
v.singTimer = 0
end
end
else
entity_flipToEntity(me, tar)
end
end
end
entity_handleShotCollisions(me)
if isFlag(FLAG_OMPO, 0) and not v.seen and entity_isEntityInRange(me, v.n, 300) then
playSfx("Ompo")
emote(EMOTE_NAIJAGIGGLE)
v.seen = true
end
if v.runNode ~= 0 and node_isEntityIn(v.runNode, me) then
entity_setState(me, STATE_OFF)
end
end
v.cut = false
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_OFF) then
--- flee
if v.cut then return end
v.cut = true
debugLog("setting off")
v.following = false
local crack = getNode("CRACK")
entity_idle(v.n)
if entity_isfh(v.n) then entity_fh(v.n) end
musicVolume(0.5, 1)
watch(1)
playSfx("Ompo")
entity_offset(me, 0, -40, 0.2, 7, 1)
watch(0.4)
emote(EMOTE_NAIJAUGH)
watch(0.6)
watch(1)
cam_toEntity(me)
entity_setPosition(me, node_x(crack), node_y(crack, 3), 1, 0, 1)
while entity_isInterpolating(me) do
watch(FRAME_TIME)
end
entity_alpha(me, 0, 0.5)
watch(0.5)
cam_toEntity(v.n)
watch(1)
emote(EMOTE_NAIJASADSIGH)
setFlag(FLAG_OMPO, 4)
entity_delete(me)
v.cut = false
watch(1)
musicVolume(1, 1)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
return false
end
function animationKey(me, key)
end
function hitSurface(me)
end
function msg(me, msg)
if msg=="fmia" then
v.followMia = true
esetv(me, EV_LOOKAT, 0)
elseif msg=="fade" then
setFlag(FLAG_OMPO, 2)
entity_delete(me, 2)
v.fade = true
end
end
function songNote(me, note)
local r,g,b = getNoteColor(note)
--[[
r = 0.5 + r*0.5
g = 0.5 + g*0.5
b = 0.5 + b*0.5
entity_color(me, r, g, b, 0.1)
]]--
bone_setColor(v.glowBody, r, g, b, 0.2)
bone_alpha(v.glowBody, 0.5)
bone_scale(v.glowBody, 2, 2)
bone_scale(v.glowBody, 5, 5, 0.5, -1, 1)
--bone_scale(v.glowBody,
--[[
if not v.spinning then
v.spinning = true
entity_rotate(me, 360+entity_getRotation(me), 1, -1)
end
]]--
--bone_setBlendType(entity_getBoneByIdx(me,1), BLEND_ADD)
end
function songNoteDone(me, note)
--bone_setColor(v.glowBody, 1, 1, 1, 1)
bone_alpha(v.glowBody, 0, 4)
--[[
if v.spinning then
v.spinning = false
entity_rotate(me, 0, 1, 0, 0, 1)
end
]]--
end
function song(me, song)
end
function activate(me)
end