mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-25 14:15:46 +00:00
99e32e0ee7
- Finetuned default distance by aspect ratio - Added a hack to allow entity_sound() to use freq values around 1000 instead of changing all related scripts - Changed anglerfish bite pitch, 40% only sounds awkward
266 lines
6.5 KiB
Lua
266 lines
6.5 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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v.n = 0
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v.glow = 0
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v.boneGlow = 0
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v.lungeDelay = 0
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local STATE_AROUSED = 1001
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local STATE_LUNGE = 1002
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v.hitDelay = 0
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v.lunging = false
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function init(me)
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v.glow = createQuad("Naija/LightFormGlow", 13)
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quad_scale(v.glow, 3, 3, 1)
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quad_alpha(v.glow, 1)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "AnglerFish")
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--entity_setAllDamageTargets(me, false)
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entity_generateCollisionMask(me)
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v.boneGlow = entity_getBoneByName(me, "Glow")
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entity_setCullRadius(me, 30000)
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entity_setState(me, STATE_IDLE)
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--[[
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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_VINE, true)
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]]--
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entity_setMaxSpeed(me, 600)
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entity_setEntityLayer(me, 1)
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entity_setCollideRadius(me, 128)
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entity_setBounceType(me, BOUNCE_REAL)
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entity_setBounce(me, 0.5)
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entity_setDeathScene(me, true)
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entity_setHealth(me, 32)
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entity_setDropChance(me, 20, 1)
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entity_setUpdateCull(me, 3000)
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entity_setNaijaReaction(me, "shock")
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--entity_setDeathParticleEffect(me, "BigFishDie")
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loadSound("AnglerAwake")
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loadSound("AnglerDie")
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loadSound("AnglerHit")
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end
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function dieNormal(me)
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if chance(5) then
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spawnIngredient("GlowingEgg", entity_x(me), entity_y(me))
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end
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end
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function postInit(me)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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end
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function update(me, dt)
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if v.hitDelay > 0 then
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v.hitDelay = v.hitDelay - dt
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if v.hitDelay < 0 then
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v.hitDelay = 0
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end
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end
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if entity_isState(me, STATE_AROUSED) then
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if entity_isTargetInRange(me, 256) then
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entity_moveTowardsTarget(me, dt, -1000)
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else
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entity_moveTowardsTarget(me, dt, 600)
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end
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entity_doCollisionAvoidance(me, dt, 12, 0.5)
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if not entity_isEntityInRange(me, v.n, 1200) then
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entity_clearVel(me)
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entity_setState(me, STATE_IDLE)
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else
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v.lungeDelay = v.lungeDelay + dt
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if v.lungeDelay > 3 then
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v.lungeDelay = 0
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entity_setState(me, STATE_LUNGE)
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end
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end
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end
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if entity_isState(me, STATE_AROUSED) or entity_isState(me, STATE_LUNGE) then
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entity_doCollisionAvoidance(me, dt, 4, 1.0)
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entity_updateMovement(me, dt)
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end
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if entity_isState(me, STATE_LUNGE) then
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if not v.lunging then
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entity_doFriction(me, dt, 1000)
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else
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entity_moveTowardsTarget(me, dt, 500)
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end
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--[[
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local e = getFirstEntity()
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while e ~= 0 do
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if e~=me and not entity_isDead(e) and entity_getEntityType(e) == ET_ENEMY and entity_isDamageTarget(e, DT_AVATAR_BITE) then
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if entity_isEntityInRange(me, e, 96) then
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entity_damage(e, me, 2)
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end
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end
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e = getNextEntity()
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end
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]]--
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end
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local gx, gy = bone_getWorldPosition(v.boneGlow)
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quad_setPosition(v.glow, gx, gy, 0.1)
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if entity_isState(me, STATE_IDLE) then
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if entity_isPositionInRange(v.n, gx, gy, 200) then
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entity_sound(me, "AnglerAwake", 950 + math.random(100))
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entity_setState(me, STATE_LUNGE)
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end
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end
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if math.abs(entity_x(me)-entity_x(v.n)) > 300 then
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entity_flipToEntity(me, v.n)
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end
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entity_handleShotCollisionsSkeletal(me)
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if bone ~=0 then
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if entity_isState(me, STATE_IDLE) then
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entity_setState(me, STATE_AROUSED)
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end
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if avatar_isTouchHit() then
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entity_damage(v.n, me, 1)
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end
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entity_pushTarget(me, 500)
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end
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end
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function enterState(me)
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if entity_isState(me, STATE_IDLE) then
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entity_animate(me, "idle", -1)
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if v.glow ~= 0 then
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quad_scale(v.glow, 3, 3, 1)
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quad_alpha(v.glow, 1)
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end
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elseif entity_isState(me, STATE_AROUSED) then
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
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entity_animate(me, "aroused", -1)
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quad_scale(v.glow, 9, 9, 0.8)
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elseif entity_isState(me, STATE_LUNGE) then
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
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v.lunging = false
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quad_scale(v.glow, 6, 6, 0.8)
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entity_sound(me, "AnglerAwake", 1000 + math.random(100))
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entity_setStateTime(me, entity_animate(me, "lunge"))
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--entity_rotateToEntity(me, v.n)
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elseif entity_isState(me, STATE_DEATHSCENE) then
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shakeCamera(2, 2)
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playSfx("AnglerDie")
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spawnParticleEffect("BigFishDie", entity_getPosition(me))
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entity_setStateTime(me, entity_animate(me, "die")-0.1)
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elseif entity_isState(me, STATE_DEAD) then
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spawnParticleEffect("BigFishDie", entity_getPosition(me))
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spawnParticleEffect("TinyRedExplode", entity_getPosition(me))
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quad_delete(v.glow, 3)
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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_LUNGE) then
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entity_setMaxSpeedLerp(me, 0.5)
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entity_setMaxSpeedLerp(me, 1, 1)
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entity_setState(me, STATE_AROUSED)
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end
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end
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function damage(me, attacker, bone, damageType, dmg)
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if entity_isState(me, STATE_IDLE) then
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entity_setState(me, STATE_AROUSED, -1, 1)
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end
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if entity_isState(me, STATE_AROUSED) then
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v.lungeDelay = v.lungeDelay - 0.1
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end
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--entity_sound(me, "AnglerHit", 1000 + math.random(100))
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return true
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end
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function animationKey(me, key)
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if entity_isState(me, STATE_LUNGE) then
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if key == 2 then
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v.lunging = true
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entity_setMaxSpeedLerp(me, 2.0)
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entity_setMaxSpeedLerp(me, 1, 2)
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entity_moveTowardsTarget(me, 1, 8000)
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entity_flipToEntity(me, v.n)
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--[[
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if entity_isfh(me) then
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entity_rotateToVel(me, 0.1, -90)
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else
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entity_rotateToVel(me, 0.1, 90)
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end
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]]--
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elseif key == 3 then
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entity_sound(me, "Bite", 700 + math.random(100))
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entity_moveTowardsTarget(me, 1, 8000)
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end
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end
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end
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function hitSurface(me)
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if entity_isState(me, STATE_LUNGE) then
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if v.hitDelay == 0 then
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entity_sound(me, "BigRockHit", 900+math.random(200))
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local cx, cy = getLastCollidePosition()
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spawnParticleEffect("Dirt", cx, cy)
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shakeCamera(5, 0.5)
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v.hitDelay = 0.8
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end
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end
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end
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function songNote(me, note)
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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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function activate(me)
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end
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