mirror of
https://github.com/AquariaOSE/Aquaria.git
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237 lines
6.4 KiB
Lua
237 lines
6.4 KiB
Lua
-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria is free software; you can redistribute it and/or
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-- modify it under the terms of the GNU General Public License
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-- as published by the Free Software Foundation; either version 2
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-- of the License, or (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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--
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-- See the GNU General Public License for more details.
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--
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-- You should have received a copy of the GNU General Public License
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-- along with this program; if not, write to the Free Software
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-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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-- entity specific
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local STATE_GOTOHOLE = 1001
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local STATE_HIDE = 1002
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local STATE_SHOW = 1003
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v.chaseDelay = 0
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v.lastHole = 0
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v.node = 0
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v.holeDelay = 0
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v.holeSpd = 0
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v.nextHoleDelay = 8
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v.segDist = 32
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v.dist = 0
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function init(me)
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setupBasicEntity(me,
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"rotworm/head", -- texture
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9, -- health
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1, -- manaballamount
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2, -- exp
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1, -- money
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32, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- sprite height
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0, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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5000 -- updateCull -1: disabled, default: 4000
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)
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--entity_flipVertical(me) -- fix the head orientation
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entity_initSegments(me,
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9, -- num segments
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0, -- minDist
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v.segDist, -- maxDist
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"rotworm/segment", -- body tex
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"rotworm/tail", -- tail tex
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128, -- width
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128, -- height
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0.05, -- taper
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0 -- reverse segment direction
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)
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entity_setDeathParticleEffect(me, "TinyGreenExplode")
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entity_setEatType(me, EAT_NONE)
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end
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function update(me, dt)
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if entity_isState(me, STATE_HIDE) then
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v.dist = v.dist - dt*48
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if v.dist < 1 then
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v.dist = 1
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entity_alpha(me, 0, 0.1)
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end
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entity_setSegsMaxDist(me, v.dist)
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entity_clearVel(me)
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entity_updateMovement(me, dt)
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end
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if not (entity_isState(me, STATE_HIDE) or entity_isState(me, STATE_SHOW)) then
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entity_handleShotCollisions(me)
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if entity_touchAvatarDamage(me, 64, 1, 400) then
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setPoison(1, 16)
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end
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--[[
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if entity_hasTarget(me) then
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if entity_isTargetInRange(me, 64) then
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entity_hurtTarget(me, 1)
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entity_pushTarget(me, 400)
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end
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end
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]]--
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end
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if v.chaseDelay > 0 then
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v.chaseDelay = v.chaseDelay - dt
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if v.chaseDelay < 0 then
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v.chaseDelay = 0
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end
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end
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if entity_isState(me, STATE_IDLE) then
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v.holeDelay = v.holeDelay + dt
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if v.holeDelay > v.nextHoleDelay then
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v.holeDelay = 0
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entity_setState(me, STATE_GOTOHOLE)
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end
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end
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if entity_isState(me, STATE_GOTOHOLE) then
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--[[
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if not entity_isFollowingPath(me) then
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entity_setState(me, STATE_HIDE, 4)
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end
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x=node_x(v.node)
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y=node_y(v.node)
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]]--
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if v.node ~= 0 then
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if entity_isPositionInRange(me, node_x(v.node), node_y(v.node), 64) then
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entity_setState(me, STATE_HIDE, 4+math.random(3))
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else
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v.holeSpd = v.holeSpd + 200*dt
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--[[
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if v.holeSpd > 1500 then
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v.holeSpd = 1500
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end
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]]--
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local x = node_x(v.node)-entity_x(me)
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local y = node_y(v.node)-entity_y(me)
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x, y = vector_setLength(x, y, v.holeSpd*dt)
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entity_addVel(me, x, y)
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end
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entity_doCollisionAvoidance(me, dt, 5, 1)
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entity_updateMovement(me, dt)
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--entity_rotateToVel(me, 0.1)
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entity_rotateToVel(me, 0)
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else
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entity_setState(me, STATE_IDLE)
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end
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--entity_rotateToVec(me, x-entity_x(me), y-entity_y(me), 0.1, -180)
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end
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if entity_getState(me)==STATE_IDLE then
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if not entity_hasTarget(me) then
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entity_findTarget(me, 700)
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else
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--if v.chaseDelay==0 then
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if entity_isTargetInRange(me, 1000) then
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if entity_getHealth(me) < 6 then
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entity_setMaxSpeed(me, 450)
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entity_moveTowardsTarget(me, dt, 1500)
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else
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entity_setMaxSpeed(me, 380)
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entity_moveTowardsTarget(me, dt, 1000)
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end
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else
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entity_setMaxSpeed(me, 100)
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end
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--end
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entity_doEntityAvoidance(me, dt, 200, 0.1)
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if entity_getHealth(me) < 4 then
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entity_doSpellAvoidance(me, dt, 64, 0.5);
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end
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entity_doCollisionAvoidance(me, dt, 5, 1)
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entity_updateMovement(me, dt)
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--entity_rotateToVel(me, 0.1)
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entity_rotateToVel(me, 0)
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--entity_rotate(me, 0)
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end
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end
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end
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function enterState(me)
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if entity_getState(me)==STATE_IDLE then
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v.nextHoleDelay = 6 + math.random(6)
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entity_setSegsMaxDist(me, v.segDist)
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--entity_flipVertical(me)
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elseif entity_isState(me, STATE_GOTOHOLE) then
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v.holeSpd = 300
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--entity_flipVertical(me)
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if chance(50) then
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v.node = entity_getNearestNode(getNaija(), "ROTWORM-HOLE")
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else
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v.node = entity_getNearestNode(me, "ROTWORM-HOLE")
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end
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if v.node ~= 0 then
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v.lastHole = v.node
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end
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entity_setMaxSpeedLerp(me, 2)
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entity_setStateTime(me, 6+math.random(4))
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--[[
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v.node = entity_getNearestNode(me, "ROTWORM-HOLE")
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if v.node ~= 0 then
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v.lastHole = v.node
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entity_swimToNode(me, v.node, SPEED_NORMAL)
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end
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]]--
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elseif entity_isState(me, STATE_HIDE) then
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entity_clearVel(me)
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--entity_alpha(me, 0.0, 1.0)
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v.dist = v.segDist
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entity_setPosition(me, node_x(v.node), node_y(v.node), 0.2)
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entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
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entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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elseif entity_isState(me, STATE_SHOW) then
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v.node = entity_getNearestNode(me, "ROTWORM-HOLE", v.lastHole)
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if v.node ~= 0 then
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entity_setPosition(me, node_x(v.node), node_y(v.node))
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entity_warpSegments(me)
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end
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entity_clearVel(me)
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entity_alpha(me, 1, 0.5)
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end
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end
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function exitState(me)
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if entity_isState(me, STATE_SHOW) then
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entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
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entity_setDamageTarget(me, DT_AVATAR_SHOCK, true)
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entity_setDamageTarget(me, DT_AVATAR_PET, true)
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_HIDE) then
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entity_setState(me, STATE_SHOW, 0.5)
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elseif entity_isState(me, STATE_GOTOHOLE) then
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entity_setMaxSpeedLerp(me, 1)
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entity_setState(me, STATE_IDLE)
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end
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end
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