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Aquaria/game_scripts/scripts/entities/mergog.lua

354 lines
8.2 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_FIREPREP = 1000
local STATE_BEAMPREP = 1001
local STATE_BEAMFIRE = 1002
v.n = 0
v.head = 0
v.mergog = 0
v.shot_bones = nil
v.shot = 1
v.attackDelay = 0
v.attackDelayMax = 8
v.shotDelay = 0
v.shotDelayMax = 0.02
v.firePos = 0
v.beam = 0
v.pokeTimer = 0
function init(me)
v.shot_bones = {0,0,0,0,0}
setupBasicEntity(
me,
"Mergog/Mergog", -- texture
14, -- health
1, -- manaballamount
1, -- exp
1, -- money
128, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
256, -- sprite width
256, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
1800 -- updateCull -1: disabled, default: 4000
)
entity_setDeathParticleEffect(me, "")
entity_setDeathSound(me, "")
entity_initSkeletal(me, "Mergog")
entity_generateCollisionMask(me)
entity_scale(me, 1.2, 1.2)
entity_setEntityType(me, ET_ENEMY)
entity_setCullRadius(me, 640) -- Skeletal sprites ain't got auto cull yet (says Alec)
entity_setState(me, STATE_PREP, -1, 1)
entity_setHealth(me, 100)
--entity_setHealth(me, 5)
v.head = entity_getBoneByName(me, "Head")
v.mergog = entity_getBoneByName(me, "Mergog")
for i=1,5 do
v.shot_bones[i] = entity_getBoneByIdx(me, 9+i)
end
entity_setMaxSpeed(me, 1200)
entity_setDeathScene(me, true)
loadSound("BossDieSmall")
loadSound("BossDieBig")
entity_setTargetRange(me, 1024)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
loadSound("rotcore-beam")
loadSound("mergog-laugh")
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
v.firePos = getNode("FIREPOS")
end
function update(me, dt)
if entity_isState(me, STATE_PREP) then
if entity_isEntityInRange(me, v.n, 1024) then
emote(EMOTE_NAIJAGIGGLE)
playMusic("Miniboss")
entity_setState(me, STATE_IDLE)
end
return
end
overrideZoom(0.45, 1)
if entity_isState(me, STATE_IDLE) then
v.attackDelay = v.attackDelay + dt
if v.attackDelay > v.attackDelayMax then
v.attackDelay = 0
if entity_getHealthPerc(me) < 0.5 then
if chance(50) then
entity_setState(me, STATE_FIREPREP)
else
entity_setState(me, STATE_BEAMPREP)
end
else
entity_setState(me, STATE_FIREPREP)
end
end
entity_addVel(me, 0, 1000*dt)
if entity_vely(me) < 0 then
entity_moveTowardsTarget(me, dt, 500)
end
if math.abs(entity_x(me) - entity_x(v.n)) > 50 then
entity_flipToEntity(me, v.n)
end
end
if entity_isState(me, STATE_FIRE) then
v.shotDelay = v.shotDelay + dt
if v.shotDelay > v.shotDelayMax then
v.shotDelay = 0
local bx, by = bone_getWorldPosition(v.shot_bones[v.shot])
v.shot = v.shot + 1
if v.shot > 5 then
v.shot = 1
end
local s = createShot("Mermog", me, v.n, bx, by)
local x, y = randVector()
if y > x then
local t = x
x = y
y = t
end
if entity_x(v.n) < entity_x(me) then
if x > 0 then
x = -x
end
end
shot_setAimVector(s, x, y)
end
shakeCamera(2, 0.5)
end
if entity_isState(me, STATE_BEAMFIRE) then
debugLog("beamfire")
entity_moveTowardsTarget(me, dt, -200)
entity_addVel(me, -500*dt, 0)
if entity_y(v.n) < entity_y(me) then
entity_addVel(me, 0, -1000*dt)
elseif entity_y(v.n) > entity_y(me) then
entity_addVel(me, 0, 1000*dt)
end
beam_setPosition(v.beam, entity_x(me), entity_y(me)+20)
end
if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_BEAMFIRE) then
v.pokeTimer = v.pokeTimer + dt
if v.pokeTimer > 2 then
entity_moveTowardsTarget(me, 1, 1000)
v.pokeTimer = 0
else
if v.pokeTimer > 1 then
entity_addVel(me, 0, -1000*dt)
end
entity_doCollisionAvoidance(me, dt, 4, 1)
entity_doCollisionAvoidance(me, dt, 8, 0.2)
entity_doCollisionAvoidance(me, dt, 10, 0.1)
end
entity_updateMovement(me, dt)
end
entity_handleShotCollisionsSkeletal(me)
--[[
bone = entity_collideSkeletalVsCircle(me, getNaija())
if bone ~= 0 then
entity_touchAvatarDamage(me, 0, 0.5, 800)
end
]]--
entity_touchAvatarDamage(me, 100, 1, 2000)
entity_setLookAtPoint(me, bone_getWorldPosition(v.mergog))
entity_clearTargetPoints(me)
entity_addTargetPoint(me, bone_getWorldPosition(v.mergog))
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_clearVel(me)
entity_animate(me, "idle", LOOP_INF)
elseif entity_isState(me, STATE_FIRE) then
playSfx("mergog-laugh")
v.shot = 1
entity_animate(me, "fire", LOOP_INF)
elseif entity_isState(me, STATE_FIREPREP) then
if entity_isfh(me) then
entity_fh(me)
end
entity_setStateTime(me, 2.5)
entity_setPosition(me, node_x(v.firePos), node_y(v.firePos), 2, 0, 0, 1)
elseif entity_isState(me, STATE_BEAMPREP) then
playSfx("mergog-laugh")
entity_setStateTime(me, entity_animate(me, "beamPrep"))
if entity_isfh(me) then
entity_fh(me)
end
--entity_setStateTime(me, 0.1)
elseif entity_isState(me, STATE_BEAMFIRE) then
entity_animate(me, "fire", -1)
entity_setStateTime(me, 5)
local x, y = entity_getPosition(me)
playSfx("rotcore-beam")
v.beam = createBeam(x, y, 180)
beam_setAngle(v.beam, 90)
beam_setTexture(v.beam, "particles/Beam")
elseif entity_isState(me, STATE_DEATHSCENE) then
if v.beam ~= 0 then
beam_delete(v.beam)
v.beam = 0
end
clearShots()
entity_stopInterpolating(me)
entity_setStateTime(me, 99)
fadeOutMusic(6)
entity_idle(v.n)
entity_setInvincible(v.n, true)
cam_toEntity(me)
entity_offset(me, 0, 0)
entity_offset(me, 10, 0, 0.1, -1, 1)
watch(1)
playSfx("BossDieSmall")
fade(1, 0.2, 1, 1, 1)
watch(0.2)
fade(0, 0.5, 1, 1, 1)
watch(0.5)
watch(1)
playSfx("BossDieSmall")
fade(1, 0.2, 1, 1, 1)
watch(0.2)
fade(0, 0.5, 1, 1, 1)
watch(0.5)
playSfx("BossDieSmall")
fade(1, 0.2, 1, 1, 1)
watch(0.2)
fade(0, 0.5, 1, 1, 1)
watch(0.5)
entity_color(me, 0, 0, 0, 1.5)
entity_offset(me, 0, 0)
entity_offset(me, 20, 0, 0.05, -1, 1)
playSfx("BossDieBig")
fade(1, 1, 1, 1, 1)
watch(1.2)
fade(0, 0.5, 1, 1, 1)
cam_toEntity(v.n)
entity_setInvincible(v.n, false)
overrideZoom(0, 1)
entity_setStateTime(me, 0.1)
entity_setState(me, STATE_DEAD, -1, 1)
spawnIngredient("SpecialBulb", entity_x(me), entity_y(me))
pickupGem("boss-mergog")
end
end
--[[
beam_setAngle(v.beam, entity_getRotation(me)-180)
beam_setPosition(v.beam, entity_getPosition(me))
v.delay = v.delay + dt
if v.delay >= 3 then
entity_setUpdateCull(me, 1024)
v.delay = 0
beam_delete(v.beam)
v.beam = 0
bone_setColor(bone_eyes, 1, 1, 1, 1)
end
]]--
function exitState(me)
if entity_isState(me, STATE_FIRE) then
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_FIREPREP) then
entity_setState(me, STATE_FIRE, 5)
elseif entity_isState(me, STATE_BEAMPREP) then
entity_setState(me, STATE_BEAMFIRE)
elseif entity_isState(me, STATE_BEAMFIRE) then
beam_delete(v.beam)
v.beam = 0
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
if bone == v.mergog then
return true
end
return false
end
function animationKey(me, key)
end
function hitSurface(me)
--debugLog("Hit surface")
--entity_clearVel(me)
--entity_doCollisionAvoidance(me, 1, 8, 1000)
entity_moveTowardsTarget(me, 1, 500)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end