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Aquaria/game_scripts/scripts/entities/deepcrawley.lua

198 lines
5.1 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
-- ================================================================================================
-- D E E P C R A W L E Y
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.size = 0
v.t = 0.5
v.size0 = 1.5
v.maxHits = 16
v.n = 0
v.mld = 0.2
v.ld = v.mld
v.note = -1
v.excited = 0
v.glow = 0
v.width = 128
v.dir = -1
local STATE_ROTATE = 1000
local STATE_WALK = 1001
local STATE_MOVEAWAY = 1002
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function init(me)
v.maxSpeed = 321 + math.random(32)
setupEntity(me)
entity_setEntityLayer(me, -2)
entity_setEntityType(me, ET_ENEMY)
entity_setTexture(me, "deepcrawley")
--entity_setAllDamageTargets(me, false)
--entity_generateCollisionMask(me)
entity_setState(me, STATE_IDLE)
entity_addRandomVel(me, 500)
esetv(me, EV_TYPEID, EVT_GLOBEJELLY)
entity_setHealth(me, 3)
entity_setDropChance(me, 20, 1)
entity_setDeathParticleEffect(me, "TinyRedExplode")
entity_setUpdateCull(me, 4000)
-- SLIGHT SCALE AND COLOUR VARIATION
local sz = 0.8 + (math.random(400) * 0.001)
entity_scale(me, sz, sz)
local cl = 1.0 - (math.random(2345) * 0.0001)
entity_color(me, cl, cl, cl)
v.width = v.width * sz
entity_setCollideRadius(me, v.width)
entity_scale(me, v.size0, v.size0)
v.glow = createQuad("Naija/LightFormGlow", 13)
quad_scale(v.glow, 4, 4)
end
function postInit(me)
v.n = getNaija()
entity_setMaxSpeed(me, v.maxSpeed)
entity_rotate(me, randAngle360())
entity_addRandomVel(me, 123)
if chance(50) then v.dir = 1 end
end
function update(me, dt)
v.ld = v.ld - dt
if v.ld < 0 then
v.ld = v.mld
local l = createQuad("Naija/LightFormGlow", 13)
local r = 1
local g = 1
local b = 1
if v.note ~= -1 then
r, g, b = getNoteColor(v.note)
r = r*0.5 + 0.5
g = g*0.5 + 0.5
b = b*0.5 + 0.5
end
quad_setPosition(l, entity_getPosition(me))
quad_scale(l, 4.0, 4.0)
quad_alpha(l, 0.1)
quad_alpha(l, 0.7, 0.5)
quad_color(l, r, g, b)
quad_delete(l, 2)
quad_color(v.glow, r, g, b, 0.5)
end
entity_clearTargetPoints(me)
-- ROTATE GENTLY
local rotSpeed = (entity_getVelLen(me)/300) + 1
if entity_velx(me) < 0 then v.dir = -1
else v.dir = 1 end
entity_rotateTo(me, entity_getRotation(me) + (rotSpeed * v.dir))
-- AVOIDANCE
if entity_getBoneLockEntity(v.n) ~= me then entity_doEntityAvoidance(me, dt, entity_getCollideRadius(me)*2.1, 1.23) end
entity_doCollisionAvoidance(me, dt, ((entity_getCollideRadius(me)*0.01)*7)+1, 0.421)
-- MOVEMENT
if entity_getVelLen(me) > 64 then entity_doFriction(me, dt, 42) end
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 400) then
entity_moveTowardsTarget(me, 1, -500)
end
quad_setPosition(v.glow, entity_getPosition(me))
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_ROTATE) then
entity_animate(me, "walk", -1)
elseif entity_isState(me, STATE_WALK) then
entity_animate(me, "walk", -1)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
if not entity_isInvincible(me) and (damageType == DT_AVATAR_ENERGYBLAST or damageType == DT_AVATAR_SHOCK or damageType == DT_AVATAR_LIZAP) then
entity_heal(me, 999)
v.size = v.size + dmg
v.maxSpeed = v.maxSpeed + dmg * 10
if v.size >= v.maxHits then
entity_setState(me, STATE_DEAD)
end
--entity_setCollideRadius(me, getRadius(me))
entity_setCollideRadius(me, entity_getCollideRadius(me)-(v.size*0.5))
local sz = v.size0 * (1 - v.size/v.maxHits)
entity_scale(me, sz, sz, 0.5)
end
return true
end
function animationKey(me, key)
end
function hitSurface(me)
--debugLog("HIT")
end
function songNote(me, note)
v.note = note
end
function songNoteDone(me, note)
v.note = -1
end
function song(me, song)
end
function activate(me)
end