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Aquaria/game_scripts/scripts/entities/huggy.lua
fgenesis 0cdbc66c02 Minor script fixes
- Bigmouth & Grabbyarm will no longer spam "entity invalid pointer"
- Make Huggys follow through local warps (thx to Andrew Church for this)
2012-03-14 01:00:46 +01:00

247 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
-- ================================================================================================
-- H U G G Y
-- ================================================================================================
-- entity specific
local STATE_ATTACHED = 1000
local STATE_FLYOFF = 1001
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.eyes = 0
v.noteDown = -1
v.attachBone = 0
v.rollTime = 0
v.healDelay = 0
v.healInterval = 0.5
v.healAmount = 1/60.0
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function init(me)
v.color = math.random(8)-1
v.angle = randAngle360()
v.swimTime = 0.60 + math.random(40)/100
v.swimTimer = v.swimTime * 0.76
v.maxRollTime = math.random(12)/30.0 + 0.45
setupBasicEntity(
me,
"Huggy/Head", -- texture
2, -- health
2, -- manaballamount
1, -- exp
0, -- money
16, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
64, -- sprite width
64, -- sprite height
0, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
1500, -- updateCull -1: disabled, default: 4000
1
)
entity_setDeathParticleEffect(me, "TinyGreenExplode")
entity_setDropChance(me, 21)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) -- Stop Li from shooting at huggys!
entity_initSkeletal(me, "Huggy")
v.eyes = entity_getBoneByName(me, "Eyes")
local size = 0.77 + (math.random(15)*0.01)
entity_scale(me, size, size)
entity_initHair(me, 32*size, 2, 40*size, "Huggy/Tail2")
entity_exertHairForce(me, 0, 400, 1)
local r,g,b = getNoteColor(v.color)
bone_setColor(v.eyes, r, g, b)
entity_setState(me, STATE_IDLE)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
end
function update(me, dt)
local boost = 315
if entity_getState(me)==STATE_IDLE then
if not entity_hasTarget(me) then
if v.noteDown == v.color then
entity_findTarget(me, 550)
end
v.swimTimer = v.swimTimer + dt
if v.swimTimer > v.swimTime then
v.swimTimer = v.swimTimer - v.swimTime
v.angle = v.angle + math.random(180) - 90
if v.angle > 355 then
v.angle = v.angle - 355
elseif v.angle < 0 then
v.angle = v.angle + 355
end
entity_moveTowardsAngle(me, v.angle, 1, boost)
entity_doEntityAvoidance(me, dt, 64, 0.2)
entity_rotateToVel(me, 0.4)
end
entity_doCollisionAvoidance(me, dt, 6, 0.5)
else
v.swimTimer = v.swimTimer + dt
if v.swimTimer > v.swimTime then
entity_moveTowardsTarget(me, 1, boost*4)
entity_doEntityAvoidance(me, 1, 64, 0.1)
v.swimTimer = v.swimTimer - v.swimTime
else
entity_moveTowardsTarget(me, dt, boost/3)
entity_doEntityAvoidance(me, dt, 64, 0.1)
entity_doCollisionAvoidance(me, dt, 4, 0.2)
end
if entity_isTargetInRange(me, 32) then
entity_setState(me, STATE_ATTACHED)
elseif entity_isTargetInRange(me, 64) then
entity_moveTowardsTarget(me, 1, boost)
end
entity_rotateToVel(me, 0.2)
entity_findTarget(me, 800)
end
elseif entity_getState(me)==STATE_ATTACHED then
v.healDelay = v.healDelay - dt
if v.healDelay < 0 then
v.healDelay = v.healDelay + v.healInterval
spawnParticleEffect("HuggyHeal", entity_x(me), entity_y(me))
entity_heal(getNaija(), v.healAmount)
end
entity_exertHairForce(me, 0, 4, 1) --tail gravity
local flyOff = false
if avatar_isRolling() then
v.rollTime = v.rollTime + dt
if v.rollTime > v.maxRollTime then
flyOff = true
end
end
if isForm(FORM_FISH) then
flyOff = true
end
if flyOff then -- attachBone may no longer be valid!
entity_setState(me, STATE_FLYOFF, 0.5)
else
entity_rotate(me, bone_getWorldRotation(v.attachBone))
entity_setPosition(me, bone_getWorldPosition(v.attachBone))
end
end
if not entity_isState(me, STATE_ATTACHED) then
entity_handleShotCollisions(me)
entity_doFriction(me, dt, 323)
entity_updateCurrents(me, dt)
entity_updateMovement(me, dt)
entity_rotateToVel(me, 0.2)
v.angle = entity_getRotation(me)
end
entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
entity_updateHair(me, dt)
end
function songNote(me, note)
if getForm()~=FORM_NORMAL then
return
end
v.noteDown = note
end
function songNoteDone(me, note)
v.noteDown = -1
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_setEntityType(me, ET_ENEMY)
esetv(me, EV_LOOKAT,1)
entity_animate(me, "idle", LOOP_INF)
entity_setMaxSpeed(me, 400)
entity_setUpdateCull(me, 1500)
elseif entity_getState(me)==STATE_ATTACHED then
entity_setEntityType(me, ET_NEUTRAL)
esetv(me, EV_LOOKAT,0)
entity_setMaxSpeed(me, 0)
entity_setUpdateCull(me, -1)
entity_animate(me, "attached", LOOP_INF)
entity_sound(me, "Leach")
v.attachBone = entity_getNearestBoneToPosition(entity_getTarget(me), entity_getPosition(me))
elseif entity_isState(me, STATE_FLYOFF) then
entity_setEntityType(me, ET_ENEMY)
esetv(me, EV_LOOKAT,1)
v.attachBone = 0
v.rollTime = 0
entity_setMaxSpeed(me, 840)
entity_addRandomVel(me, 1200)
entity_setTarget(me, 0)
end
end
function exitState(me)
if entity_getState(me)==STATE_ATTACHED then
elseif entity_isState(me, STATE_FLYOFF) then
entity_setState(me, STATE_IDLE)
end
end
function hitSurface(me)
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_AVATAR_BITE then
entity_setHealth(me, 0)
end
return true
end