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Aquaria/game_scripts/scripts/entities/anglerfish.lua
fgenesis 99e32e0ee7 Positional audio fixup.
- 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
2011-12-13 18:07:23 +01:00

266 lines
6.5 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.glow = 0
v.boneGlow = 0
v.lungeDelay = 0
local STATE_AROUSED = 1001
local STATE_LUNGE = 1002
v.hitDelay = 0
v.lunging = false
function init(me)
v.glow = createQuad("Naija/LightFormGlow", 13)
quad_scale(v.glow, 3, 3, 1)
quad_alpha(v.glow, 1)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "AnglerFish")
--entity_setAllDamageTargets(me, false)
entity_generateCollisionMask(me)
v.boneGlow = entity_getBoneByName(me, "Glow")
entity_setCullRadius(me, 30000)
entity_setState(me, STATE_IDLE)
--[[
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
entity_setDamageTarget(me, DT_AVATAR_SHOCK, true)
entity_setDamageTarget(me, DT_AVATAR_VINE, true)
]]--
entity_setMaxSpeed(me, 600)
entity_setEntityLayer(me, 1)
entity_setCollideRadius(me, 128)
entity_setBounceType(me, BOUNCE_REAL)
entity_setBounce(me, 0.5)
entity_setDeathScene(me, true)
entity_setHealth(me, 32)
entity_setDropChance(me, 20, 1)
entity_setUpdateCull(me, 3000)
entity_setNaijaReaction(me, "shock")
--entity_setDeathParticleEffect(me, "BigFishDie")
loadSound("AnglerAwake")
loadSound("AnglerDie")
loadSound("AnglerHit")
end
function dieNormal(me)
if chance(5) then
spawnIngredient("GlowingEgg", entity_x(me), entity_y(me))
end
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
if v.hitDelay > 0 then
v.hitDelay = v.hitDelay - dt
if v.hitDelay < 0 then
v.hitDelay = 0
end
end
if entity_isState(me, STATE_AROUSED) then
if entity_isTargetInRange(me, 256) then
entity_moveTowardsTarget(me, dt, -1000)
else
entity_moveTowardsTarget(me, dt, 600)
end
entity_doCollisionAvoidance(me, dt, 12, 0.5)
if not entity_isEntityInRange(me, v.n, 1200) then
entity_clearVel(me)
entity_setState(me, STATE_IDLE)
else
v.lungeDelay = v.lungeDelay + dt
if v.lungeDelay > 3 then
v.lungeDelay = 0
entity_setState(me, STATE_LUNGE)
end
end
end
if entity_isState(me, STATE_AROUSED) or entity_isState(me, STATE_LUNGE) then
entity_doCollisionAvoidance(me, dt, 4, 1.0)
entity_updateMovement(me, dt)
end
if entity_isState(me, STATE_LUNGE) then
if not v.lunging then
entity_doFriction(me, dt, 1000)
else
entity_moveTowardsTarget(me, dt, 500)
end
--[[
local e = getFirstEntity()
while e ~= 0 do
if e~=me and not entity_isDead(e) and entity_getEntityType(e) == ET_ENEMY and entity_isDamageTarget(e, DT_AVATAR_BITE) then
if entity_isEntityInRange(me, e, 96) then
entity_damage(e, me, 2)
end
end
e = getNextEntity()
end
]]--
end
local gx, gy = bone_getWorldPosition(v.boneGlow)
quad_setPosition(v.glow, gx, gy, 0.1)
if entity_isState(me, STATE_IDLE) then
if entity_isPositionInRange(v.n, gx, gy, 200) then
entity_sound(me, "AnglerAwake", 950 + math.random(100))
entity_setState(me, STATE_LUNGE)
end
end
if math.abs(entity_x(me)-entity_x(v.n)) > 300 then
entity_flipToEntity(me, v.n)
end
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~=0 then
if entity_isState(me, STATE_IDLE) then
entity_setState(me, STATE_AROUSED)
end
if avatar_isTouchHit() then
entity_damage(v.n, me, 1)
end
entity_pushTarget(me, 500)
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
if v.glow ~= 0 then
quad_scale(v.glow, 3, 3, 1)
quad_alpha(v.glow, 1)
end
elseif entity_isState(me, STATE_AROUSED) then
entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
entity_animate(me, "aroused", -1)
quad_scale(v.glow, 9, 9, 0.8)
elseif entity_isState(me, STATE_LUNGE) then
entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
v.lunging = false
quad_scale(v.glow, 6, 6, 0.8)
entity_sound(me, "AnglerAwake", 1000 + math.random(100))
entity_setStateTime(me, entity_animate(me, "lunge"))
--entity_rotateToEntity(me, v.n)
elseif entity_isState(me, STATE_DEATHSCENE) then
shakeCamera(2, 2)
playSfx("AnglerDie")
spawnParticleEffect("BigFishDie", entity_getPosition(me))
entity_setStateTime(me, entity_animate(me, "die")-0.1)
elseif entity_isState(me, STATE_DEAD) then
spawnParticleEffect("BigFishDie", entity_getPosition(me))
spawnParticleEffect("TinyRedExplode", entity_getPosition(me))
quad_delete(v.glow, 3)
end
end
function exitState(me)
if entity_isState(me, STATE_LUNGE) then
entity_setMaxSpeedLerp(me, 0.5)
entity_setMaxSpeedLerp(me, 1, 1)
entity_setState(me, STATE_AROUSED)
end
end
function damage(me, attacker, bone, damageType, dmg)
if entity_isState(me, STATE_IDLE) then
entity_setState(me, STATE_AROUSED, -1, 1)
end
if entity_isState(me, STATE_AROUSED) then
v.lungeDelay = v.lungeDelay - 0.1
end
--entity_sound(me, "AnglerHit", 1000 + math.random(100))
return true
end
function animationKey(me, key)
if entity_isState(me, STATE_LUNGE) then
if key == 2 then
v.lunging = true
entity_setMaxSpeedLerp(me, 2.0)
entity_setMaxSpeedLerp(me, 1, 2)
entity_moveTowardsTarget(me, 1, 8000)
entity_flipToEntity(me, v.n)
--[[
if entity_isfh(me) then
entity_rotateToVel(me, 0.1, -90)
else
entity_rotateToVel(me, 0.1, 90)
end
]]--
elseif key == 3 then
entity_sound(me, "Bite", 700 + math.random(100))
entity_moveTowardsTarget(me, 1, 8000)
end
end
end
function hitSurface(me)
if entity_isState(me, STATE_LUNGE) then
if v.hitDelay == 0 then
entity_sound(me, "BigRockHit", 900+math.random(200))
local cx, cy = getLastCollidePosition()
spawnParticleEffect("Dirt", cx, cy)
shakeCamera(5, 0.5)
v.hitDelay = 0.8
end
end
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end