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Aquaria/game_scripts/scripts/entities/octomun.lua

361 lines
8.9 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
v.n = 0
v.body = 0
v.weakPoint = 0
v.marker1 = 0
v.marker2 = 0
v.attackDelay = 0
v.attack1Marker = 0
v.grabbingEntity = 0
v.dark = 0
v.inkBlastDelay = 0
local STATE_ATTACK1 = 1001
local STATE_BASH = 1002
v.fireDelay = 0
v.shot1 = 0
v.shot2 = 0
v.shot3 = 0
v.fireOff = 1
v.isWeakPointHittable = false
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "Octomun")
v.body = entity_getBoneByName(me, "Body")
v.weakPoint = entity_getBoneByName(me, "WeakPoint")
v.marker1 = entity_getBoneByName(me, "Marker1")
v.marker2 = entity_getBoneByName(me, "Marker2")
v.attack1Marker = entity_getBoneByName(me, "Attack1Marker")
bone_alpha(v.attack1Marker, 0)
v.shot1 = entity_getBoneByName(me, "Shot1")
v.shot2 = entity_getBoneByName(me, "Shot2")
v.shot3 = entity_getBoneByName(me, "Shot3")
--entity_setAllDamageTargets(me, false)
entity_generateCollisionMask(me)
entity_setAllDamageTargets(me, false)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
entity_setCullRadius(me, 1024)
entity_setState(me, STATE_IDLE)
entity_setTargetRange(me, 512)
v.dark = createQuad("Octomun/Dark", 13)
quad_scale(v.dark, 64, 64)
quad_alpha(v.dark, 0)
entity_setUpdateCull(me, 4064)
loadSound("Octomun-Growl")
loadSound("Octomun-Hit")
loadSound("Octomun-Shot")
loadSound("Octomun-Ink")
loadSound("BossDieSmall")
loadSound("BossDieBig")
loadSound("rotcore-birth")
entity_setTargetRange(me, 1024)
entity_setHealth(me, 30)
entity_setDeathScene(me, true)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
local function tentacle1Collision(me)
if v.grabbingEntity ~= 0 then
return
end
local x1, y1 = bone_getWorldPosition(v.marker2)
local x2, y2 = bone_getWorldPosition(v.marker1)
if entity_isPositionInRange(v.n, x2, y2, 96) then
v.grabbingEntity = v.n
avatar_fallOffWall()
entity_idle(v.grabbingEntity)
entity_animate(v.grabbingEntity, "trapped", LOOP_INF, LAYER_OVERRIDE)
elseif entity_collideCircleVsLine(v.n, x1, y1, x2, y2, 32) then
entity_damage(v.n, me, 1)
end
end
v.seen = 0
v.fired = 0
v.started = false
function update(me, dt)
quad_setPosition(v.dark, entity_getPosition(me))
overrideZoom(0.6, 0.5)
entity_handleShotCollisionsSkeletal(me)
entity_clearTargetPoints(me)
local bx, by = bone_getWorldPosition(v.weakPoint)
entity_addTargetPoint(me, bx, by)
if v.seen == 0 and entity_isEntityInRange(me, v.n, 1000) then
playSfx("Octomun-Growl")
v.seen = 1
end
if v.seen < 2 and entity_isEntityInRange(me, v.n, 800) then
emote(EMOTE_NAIJAUGH)
playMusic("MiniBoss")
v.started = true
v.seen = 2
end
if not v.started then return end
if quad_getAlpha(v.dark) < 0.1 then
v.inkBlastDelay = v.inkBlastDelay + dt
if v.inkBlastDelay > 20 then
playSfx("Octomun-Ink")
spawnParticleEffect("InkBlast", entity_getPosition(me))
quad_alpha(v.dark, 1, 4)
v.inkBlastDelay = math.random(5)
end
end
if entity_isState(me, STATE_IDLE) then
v.attackDelay = v.attackDelay + dt
if v.attackDelay > 1 then
if v.grabbingEntity~=0 then
entity_setState(me, STATE_BASH)
else
local x, y = bone_getWorldPosition(v.attack1Marker)
if entity_x(v.n) < x and entity_y(v.n) > y and entity_x(v.n) > entity_x(me) then
entity_setState(me, STATE_ATTACK1)
end
end
--[[
local bx, by = bone_getWorldPosition(v.marker1)
if entity_isPositionInRange(v.n, bx, by, 128) then
entity_setState(me, STATE_ATTACK1)
end
]]--
end
v.fireDelay = v.fireDelay + dt
if v.fireDelay > 6 and v.fired == 0 then
playSfx("Octomun-Shot")
local s = createShot("Octomun", me, v.n, bone_getWorldPosition(v.shot1))
shot_setAimVector(s, 100, -100)
v.fired = 1
elseif v.fireDelay > 6.5 and v.fired == 1 then
playSfx("Octomun-Shot")
local s = createShot("Octomun", me, v.n, bone_getWorldPosition(v.shot2))
shot_setAimVector(s, 100, -50)
v.fired = 2
elseif v.fireDelay > 7 and v.fired == 2 then
playSfx("Octomun-Shot")
local s = createShot("Octomun", me, v.n, bone_getWorldPosition(v.shot3))
shot_setAimVector(s, 100, 0)
v.fired = 3
--[[
entity_fireAtTarget(me, "Purple", 1, 500, 200, 0, 0, 0, 0, 100, -100, bx, by)
entity_fireAtTarget(me, "Purple", 1, 500, 200, 0, 0, 0, 0, 100, -50, bx, by)
entity_fireAtTarget(me, "Purple", 1, 500, 200, 0, 0, 0, 0, 100, 0, bx, by)
]]--
elseif v.fireDelay > 9 and v.fired == 3 then
v.fired = 0
if v.fireOff == 1 then
playSfx("rotcore-birth")
bx, by = bone_getWorldPosition(v.shot1)
local e = createEntity("Squiddy", "", bx, by)
entity_alpha(e, 0.001)
entity_alpha(e, 1, 0.5)
spawnParticleEffect("tinyredexplode", bx, by)
v.fireOff = 0
else
v.fireOff = 1
end
v.fireDelay = math.random(2)*0.75 + 0.5
end
elseif entity_isState(me, STATE_ATTACK1) then
tentacle1Collision(me)
end
if v.grabbingEntity~=0 then
local mx, my = bone_getWorldPosition(v.marker1)
entity_setPosition(v.grabbingEntity, mx, my)
entity_rotate(v.grabbingEntity, bone_getRotation(v.marker1))
if entity_isfh(v.grabbingEntity) then
entity_fh(v.grabbingEntity)
end
end
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
entity_damage(v.n, me, 1)
entity_pushTarget(me, 500)
end
entity_updateMovement(me, dt)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
v.isWeakPointHittable = false
entity_animate(me, "idle", -1)
v.attackDelay = 0
elseif entity_isState(me, STATE_ATTACK1) then
playSfx("Octomun-Growl")
local num = entity_animate(me, "attack1")
entity_setStateTime(me, num)
elseif entity_isState(me, STATE_BASH) then
entity_setStateTime(me, entity_animate(me, "bash",1))
if v.grabbingEntity ~= 0 then
--entity_push(v.grabbingEntity, 10, 0, 1)
end
elseif entity_isState(me, STATE_DEAD) then
quad_delete(v.dark)
elseif entity_isState(me, STATE_DEATHSCENE) then
setFlag(FLAG_MINIBOSS_OCTOMUN, 1)
clearShots()
entity_stopInterpolating(me)
entity_setStateTime(me, 99)
fadeOutMusic(6)
entity_idle(v.n)
entity_setInvincible(v.n, true)
cam_toEntity(me)
entity_setInternalOffset(me, 0, 0)
entity_setInternalOffset(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_setInternalOffset(me, 0, 0)
entity_setInternalOffset(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)
pickupGem("Boss-Octomun")
overrideZoom(0, 1)
entity_setStateTime(me, 0.1)
entity_setState(me, STATE_DEAD, -1, 1)
end
end
function exitState(me)
if entity_isState(me, STATE_ATTACK1) then
v.isWeakPointHittable = false
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_BASH) then
if v.grabbingEntity ~= 0 then
entity_idle(v.grabbingEntity)
entity_push(v.grabbingEntity, 1000, 0, 1)
end
v.grabbingEntity = 0
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
if bone == v.weakPoint and v.isWeakPointHittable then
bone_damageFlash(v.body)
playSfx("Octomun-Hit")
v.fireDelay = v.fireDelay - dmg * 0.2
return true
else
playNoEffect()
end
return false
end
function animationKey(me, key)
if entity_isState(me, STATE_BASH) and key == 4 then
entity_damage(v.n, me, 0.75)
elseif entity_isState(me, STATE_ATTACK1) then
if key == 1 then
v.isWeakPointHittable = true
end
if key == 5 then
v.isWeakPointHittable = false
end
if key == 4 then
playSfx("rockhit-big")
shakeCamera(10, 0.8)
end
end
end
function lightFlare(me)
if entity_isEntityInRange(me, v.n, 1024) then
quad_alpha(v.dark, 0, 2)
end
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end