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Aquaria/game_scripts/scripts/entities/starmiecommon.lua

289 lines
8.4 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
-- ================================================================================================
-- S T A R M I E C O M M O N S C R I P T
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.shotDelay = 0
v.sD = 6 -- Time between shots
v.animSpeed = 1
v.openDelay = 0
v.maxSpeed = 700
v.shotForce = 432 -- For pushing Starmie around
v.pYo = 2 -- Pupil y offset
v.pupilFreeze = 0
v.blinkTime = 0
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function v.commonInit(me, skin)
v.rotDir = math.random(2)-1 -- Random direction for spinning 'round Naija
setupBasicEntity(
me,
"Starmie/Body", -- texture
15, -- health
1, -- manaballamount
1, -- exp
1, -- money
64, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
2200 -- updateCull -1: disabled, default: 4000
)
loadSound("StarmieAwake")
entity_setEatType(me, EAT_FILE, "Starmie")
entity_setDeathParticleEffect(me, "StarmieDeath")
entity_setDropChance(me, 6)
if skin == 1 then
entity_initSkeletal(me, "Starmie")
elseif skin == 2 then
entity_initSkeletal(me, "Starmie", "Starmie2")
end
v.pupil = entity_getBoneByName(me, "Pupil")
v.lid = entity_getBoneByName(me, "Lid")
v.eye = entity_getBoneByName(me, "Eye")
entity_setState(me, STATE_IDLE)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
end
function dieNormal(me)
if chance(5) then
spawnIngredient("SmallEye", entity_x(me), entity_y(me))
end
end
function update(me, dt)
-- WAKE UP STARMIE WHEN THE TIME IS RIGHT
if entity_getState(me)==STATE_IDLE
and not isForm(FORM_FISH) then
entity_findTarget(me, 321)
if not entity_hasTarget(me) then
bone_setPosition(v.pupil, 0, v.pYo)
else
entity_setState(me, STATE_OPEN)
end
elseif entity_getState(me)==STATE_OPEN then
if v.openDelay > 0 then v.openDelay = v.openDelay - dt
elseif v.openDelay <= 0 then
entity_setState(me, STATE_HOSTILE)
end
end
-- STARMIE ON THE ATTACK
if entity_getState(me)==STATE_HOSTILE then
entity_findTarget(me, 2000)
-- TIME BETWEEN SHOTS
if v.shotDelay > 0 then v.shotDelay = v.shotDelay - dt
else v.shotDelay = 0 end
-- PUPIL FREEZE COUNTDOWN
if v.pupilFreeze > 0 then v.pupilFreeze = v.pupilFreeze - dt
else v.pupilFreeze = 0 end
-- DO BLINKING
if v.blinkTime > 0 and v.pupilFreeze == 0 then v.blinkTime = v.blinkTime - dt
elseif v.blinkTime <= 0 and v.blinkTime > -0.18 then
bone_alpha(v.lid, 1)
v.blinkTime = v.blinkTime - dt
else
bone_alpha(v.lid, 0, 0.024)
v.blinkTime = 5 + (math.random(600) * 0.01)
end
if not entity_hasTarget(me) then
-- RETURN TO "HIDING"
entity_clearVel(me)
entity_setState(me, STATE_IDLE)
bone_setPosition(v.pupil, 0, v.pYo)
entity_rotate(me, randAngle360())
else
local nX, nY = entity_getPosition(getNaija()) -- Naija's position
if v.pupilFreeze == 0 and v.blinkTime > 0 then
-- EYE TRACKING
local sX, sY = entity_getPosition(me) -- Starmie's position
local x = (nX - sX)
local y = (nY - (sY+v.pYo))
x, y = vector_cap(x, y, 7.5)
bone_setPosition(v.pupil, x, y, 0.24)
-- ATTACK
if v.shotDelay == 0 and entity_hasTarget(me) then entity_setState(me, STATE_ATTACK) end
else
if v.shotDelay == 0 then v.shotDelay = v.shotDelay + 0.34 end -- Helps keep Starmie stunned when being hit
end
-- MOVEMENT
entity_moveAround(me, nX, nY, dt, 255, v.rotDir)
entity_moveTowardsTarget(me, dt, 186)
if not entity_isTargetInRange(me, 1248) then entity_moveTowardsTarget(me, dt, v.shotForce) end -- Move in if far away
end
end
if entity_getState(me)==STATE_ATTACK then
-- BOUNCE STARMIE AFTER SHOOTING
entity_moveTowardsTarget(me, 1, -(v.shotForce * 0.9))
entity_setState(me, STATE_HOSTILE)
end
-- SPEED UP/SLOW DOWN ROTATION BASED ON ACTUAL SPEED
v.animSpeed = ((entity_getVelLen(me) / v.maxSpeed) * 2) + 0.2
entity_setAnimLayerTimeMult(me, 0, v.animSpeed)
entity_doEntityAvoidance(me, dt, 123, 0.32)
entity_doCollisionAvoidance(me, dt, 8, 0.6)
-- UPDATE ERRVRYTHING
if not entity_isState(me, STATE_IDLE) then
entity_updateCurrents(me, dt)
entity_doFriction(me, dt, 200)
entity_updateMovement(me, dt)
entity_touchAvatarDamage(me, 32, 0.25, 640)
end
entity_handleShotCollisions(me)
end
function enterState(me)
local appearSpeed = 0.30
local lookSpeed = 0.2
-- HIDE STARMIE IN THE BACKGROUND...
if entity_getState(me)==STATE_IDLE then
bone_setPosition(v.pupil, 0, v.pYo)
bone_alpha(v.lid, 1)
entity_scale(me, 0.7, 0.7)
entity_color(me, 0.6, 0.6, 0.6)
entity_animate(me, "idle", LOOP_INF)
v.animSpeed = 0
v.shotDelay = 1 + (math.random(50) * 0.1)
entity_setMaxSpeed(me, v.maxSpeed/8)
v.blinkTime = 5 + (math.random(600) * 0.01)
-- BRING STARMIE TO LIFE!
elseif entity_getState(me)==STATE_OPEN then
entity_sound(me, "StarmieAwake")
-- SPIN IN THE PROPER DIRECTION, BASED ON HOW STARMIE IS ROTATING AROUND NAIJA
if v.rotDir == 0 then entity_animate(me, "spinLeft", LOOP_INF)
elseif v.rotDir == 1 then entity_animate(me, "spinRight", LOOP_INF) end
v.animSpeed = 1
bone_setPosition(v.pupil, 0, v.pYo)
bone_alpha(v.lid, 0, appearSpeed) --fade away the eyelid
entity_scale(me, 1.2, 1.2, appearSpeed) --scale to normal size
entity_color(me, 1, 1, 1, appearSpeed) --set to normal colour
bone_scale(v.pupil, 1.27, 1.27)
bone_scale(v.pupil, 1, 1, appearSpeed) -- Pupil adjusting to light -> may have to tweak timing to get it lookin' nice
entity_rotate(me, 0, lookSpeed)
v.openDelay = appearSpeed + lookSpeed
entity_setMaxSpeed(me, v.maxSpeed/4)
entity_moveTowards(me, entity_x(getNaija()), entity_y(getNaija()), 1, -1234)
entity_setDamageTarget(me, DT_AVATAR_PET, true)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
elseif entity_getState(me)==STATE_HOSTILE then
v.openDelay = 0
v.pupilFreeze = 0
entity_setMaxSpeed(me, v.maxSpeed)
-- SHOT WEB, LOL
elseif entity_getState(me)==STATE_ATTACK then
local pupx, pupy = bone_getWorldPosition(v.pupil)
spawnParticleEffect("StarShot", pupx, pupy)
local s = createShot("StarFire", me, entity_getTarget(me))
shot_setOut(s, 12)
bone_setColor(v.pupil, 2, 2, 0)
bone_setColor(v.pupil, 1, 1, 1, 0.15)
bone_alpha(v.pupil, 0.45)
bone_alpha(v.pupil, 1, 0.5)
bone_scale(v.pupil, 1.27, 1.27)
bone_scale(v.pupil, 1, 1, 0.32)
bone_setColor(v.eye, 1, 1, 0)
bone_setColor(v.eye, 1, 1, 1, 0.04)
v.shotDelay = v.sD
end
end
-- TAKE DAMAGE -> STUN STARMIE WHEN HIT
function damage(me, attacker, bone, damageType, dmg, x, y)
bone_setPosition(v.pupil, 0, v.pYo, 0.021)
bone_scale(v.pupil, 0.76, 0.76)
bone_scale(v.pupil, 1, 1, 0.1)
v.pupilFreeze = 0.32
entity_moveTowards(me, x, y, 1, -v.shotForce)
if entity_getState(me)==STATE_IDLE then
entity_setState(me, STATE_OPEN)
v.pupilFreeze = 0
end
return true
end
function exitState(me)
if entity_isState(me, STATE_OPEN) then
end
end
function songNoteDone(me, note)
end
function hitSurface(me)
end