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Aquaria/game_scripts/scripts/entities/forestgod.lua

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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
local STATE_EYESOPEN = 1000
local STATE_DIE = 1001
local STATE_TENTACLES = 1002
local STATE_SEED = 1003
local STATE_DONE = 1004
local STATE_FIRESEEDS = 1005
local STATE_FIRESPIKY = 1006
local STATE_SINGNOTE = 1007
local STATE_VINES = 1008
local STATE_RAGE = 1009
v.curCurrent = 0
v.c1 = 0
v.c2 = 0
v.delay = -3
v.eyes = 0
v.bone_bg = 0
v.door = 0
v.noteTimer = 0
v.rageState = 0
v.config = 0
v.lastPlayerNote = 0
-- NOTE: forest goddess has two health bars
-- phase 1 health
v.maxHits = 50
v.hits = v.maxHits
-- phase 2 health
v.maxRageHits = 70
v.rageHits = v.maxRageHits
v.n = 0
v.stage = 0
v.seedDelay = 0
v.seedNode = 0
v.started = false
v.enter = 0
v.sungNote = -1
v.noteQuad = 0
v.vh1 = 0
v.vh2 = 0
v.vh3 = 0
v.shotOff = 0
v.rageShotMax = 1000
v.rageShotStart = -v.rageShotMax
v.rageShotPos = 0
v.rageShotAdd = 100
v.ba = 0
v.b1 = 0
v.b2 = 0
v.b3 = 0
v.b4 = 0
v.bd = 1
local function clearVines()
playSfx("vineshrink")
local e = getFirstEntity()
while e ~= 0 do
if eisv(e, EV_TYPEID, EVT_FORESTGODVINE) then
entity_delete(e, 0.3)
end
e = getNextEntity()
end
end
local function spawnVines(me, num)
local v1, v2, v3
if v.config == 0 then
v1 = getNode("V1")
v2 = getNode("V2")
v3 = getNode("V3")
elseif v.config == 1 then
v1 = getNode("V4")
v2 = getNode("V5")
v3 = getNode("V1")
elseif v.config == 2 then
v1 = getNode("V2")
v2 = getNode("V4")
v3 = getNode("V1")
end
v.config = v.config + 1
if v.config > 2 then
v.config = 0
end
if num >= 1 then
v.vh1 = createEntity("ForestGodVineHead", "", node_x(v1), node_y(v1))
end
if num >= 2 then
v.vh2 = createEntity("ForestGodVineHead", "", node_x(v2), node_y(v2))
end
if num >= 3 then
v.vh3 = createEntity("ForestGodVineHead", "", node_x(v3), node_y(v3))
end
playSfx("UberVineShrink")
end
function init(me)
-- NOTE: HEALTH IS SET IN HITS AND MAXHITS
setupBasicEntity(
me,
"", -- texture
99, -- health
1, -- manaballamount
1, -- exp
1, -- money
128, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
90, -- sprite width
90, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
6000, -- updateCull -1: disabled, default: 4000
-3
)
entity_setCull(me, false)
entity_initSkeletal(me, "ForestGod")
entity_generateCollisionMask(me)
entity_animate(me, "idle", LOOP_INF)
entity_setDeathParticleEffect(me, "ForestGodExplode")
v.eyes = entity_getBoneByName(me, "eyes")
v.bone_bg = entity_getBoneByName(me, "bg")
bone_alpha(v.eyes, 0)
entity_setTargetPriority(me, 1)
entity_setTargetRange(me, 300)
--entity_scale(me, 5.5, 5.5)
entity_scale(me, 3.2, 3.2)
entity_setState(me, STATE_IDLE)
entity_setTarget(me, getNaija())
--entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
entity_setAllDamageTargets(me, false)
v.node_seed1 = entity_getNearestNode(me, "SEED1")
v.node_seed2 = entity_getNearestNode(me, "SEED2")
v.node_seed3 = entity_getNearestNode(me, "SEED3")
v.node_seed4 = entity_getNearestNode(me, "SEED4")
esetv(me, EV_ENTITYDIED, 1)
loadSound("ForestGod-Awaken")
entity_setDamageTarget(me, DT_ENEMY_ENERGYBLAST, false)
local cc1 = getNode("cc1")
local cc2 = getNode("cc2")
v.c1 = getNearestNodeByType(node_x(cc1), node_y(cc1), PATH_CURRENT)
v.c2 = getNearestNodeByType(node_x(cc2), node_y(cc2), PATH_CURRENT)
node_setActive(v.c1, true)
node_setActive(v.c2, false)
v.curCurrent = 1
end
function entityDied(me, ent)
if ent == v.vh1 then
v.vh1 = 0
end
if ent == v.vh2 then
v.vh2 = 0
end
if ent == v.vh3 then
v.vh3 = 0
end
end
function postInit(me)
v.door = entity_getNearestEntity(me, "VineDoor")
entity_setState(v.door, STATE_OPENED)
v.enter = getNode("NAIJAENTER")
if not isFlag(FLAG_BOSS_FOREST,0) then
entity_setState(me, STATE_DONE)
setMusicToPlay("")
end
v.n = getNaija()
entity_setTarget(me, v.n)
if entity_isFlag(me, 1) then
setControlHint(getStringBank(40), 0, 0, 0, 10, "", SONG_NATUREFORM)
entity_setFlag(me, 2)
end
end
v.inCutScene = false
local function cutscene(me)
v.n = getNaija()
if not v.inCutScene then
v.inCutScene = true
pickupGem("Boss-PlantGoddess")
setFlag(FLAG_BOSS_FOREST,1)
local ent = getFirstEntity()
while ent ~= 0 do
--if entity_isName(ent, "UberVine")
if entity_isName(ent, "SpikyBall")
or entity_isName(ent, "SporeSeed") then
entity_setDieTimer(ent, 0.2)
end
ent = getNextEntity()
end
watch(1)
changeForm(FORM_NORMAL)
--fadeOutMusic(4)
entity_idle(v.n)
entity_flipToEntity(v.n, me)
local pn = getNode("NAIJADONE")
entity_animate(v.n, "agony", LOOP_INF)
watch(2)
learnSong(SONG_NATUREFORM)
entity_setPosition(v.n, node_x(pn), node_y(pn), 2, 0, 0, 1)
watch(2)
entity_setFlag(me, 1)
loadMap("ForestVision")
--[[
showImage("Visions/Forest/00")
watch(0.5)
voice("Naija_Vision_Forest")
watchForVoice()
hideImage()
watch(2)
entity_idle(v.n)
changeForm(FORM_NATURE)
voice("Naija_Song_NatureForm")
entity_idle(v.n)
entity_setState(door, STATE_OPEN)
--watchForVoice()
-- show help text
]]--
end
end
function update(me, dt)
if isNested() then
return
end
if entity_isState(me, STATE_DIE) or entity_isState(me, STATE_DONE) then
return
end
if v.noteTimer > 0 then
--debugLog(string.format("noteTimer: %f", v.noteTimer))
v.noteTimer = v.noteTimer - dt
if v.noteTimer <= 0 then
--debugLog(string.format("sungNote: %d, lastPlayerNote: %d", v.sungNote, v.lastPlayerNote))
if v.sungNote == v.lastPlayerNote then
entity_setState(me, STATE_EYESOPEN)
end
end
end
if v.started then
overrideZoom(0.4, 1)
end
if not entity_isState(me, STATE_DIE) and not entity_isState(me, STATE_DONE) then
entity_handleShotCollisions(me, dt)
if entity_isEntityInRange(me, v.n, 128) then
--entity_hurtTarget(me, 1)
entity_setTarget(me, v.n)
entity_pushTarget(me, 400)
end
end
if entity_isState(me, STATE_SEED) then
v.seedDelay = v.seedDelay + dt
if v.seedDelay > 2 then
local node = 0
if v.seedNode == 0 then
node = v.node_seed1
elseif v.seedNode == 1 then
node = v.node_seed2
elseif v.seedNode == 2 then
node = v.node_seed3
elseif v.seedNode == 3 then
node = v.node_seed4
end
createEntity("ForestGodSeed", "", node_x(node), node_y(node))
v.seedNode = v.seedNode + 1
if v.seedNode > 3 then
v.seedNode = 0
end
v.seedDelay = 0
end
end
if isFlag(FLAG_BOSS_FOREST, 0) and node_isEntityIn(v.enter, v.n) then
if not v.started then
v.started = true
entity_setState(v.door, STATE_CLOSE)
playMusic("ForestGod")
end
else
overrideZoom(0)
end
if entity_isState(me, STATE_TENTACLES) and not entity_isAnimating(me) then
entity_setState(me, STATE_IDLE)
end
if entity_isState(me, STATE_RAGE) and v.started then
v.delay = v.delay + dt
if v.delay >= 18 and v.rageState ~= 0 then
v.rageState = 0
v.delay = 0
clearVines()
fade2(1,0,1,1,1)
fade2(0,0.5,1,1,1)
v.bd = -v.bd
elseif v.delay >= 9 and v.rageState < 2 then
v.rageState = 2
spawnVines(me, 2)
elseif v.delay >= 3 and v.rageState < 1 then
v.rageState = 1
v.fireDelay = 999
v.rageShotPos = v.rageShotStart + v.shotOff
v.shotOff = math.random(50)-100
end
if v.rageState == 1 then
v.fireDelay = v.fireDelay + dt
if v.fireDelay > 0.3 then
v.fireDelay = 0
local s = createShot("ForestGod2", me, 0, entity_x(me)+v.rageShotPos, entity_y(me)-520)
shot_setAimVector(s, 0, 400)
v.rageShotPos = v.rageShotPos + v.rageShotAdd
if v.rageShotPos >= (v.rageShotMax+v.shotOff) then
v.fireDelay = -1000
end
end
end
v.ba = v.ba + 3.14*0.4*dt*v.bd
local off = 3.14/2
local out = 200
entity_setPosition(v.b1, entity_x(me) + out*math.sin(v.ba+off*0), entity_y(me) + out*math.cos(v.ba+off*0))
entity_setPosition(v.b2, entity_x(me) + out*math.sin(v.ba+off*1), entity_y(me) + out*math.cos(v.ba+off*1))
entity_setPosition(v.b3, entity_x(me) + out*math.sin(v.ba+off*2), entity_y(me) + out*math.cos(v.ba+off*2))
--entity_setPosition(v.b4, entity_x(me) + out*math.sin(ba+off*3), entity_y(me) + out*math.cos(ba+off*3))
end
if entity_isState(me, STATE_IDLE) and v.started then
--[[
if isLeftMouse() then
entity_setState(me, STATE_RAGE)
end
]]--
v.delay = v.delay + dt
if v.delay > 4 then
--debugLog("delay > 0!!")
v.delay = 0
local t = 3
local t2 = 10
if v.hits/v.maxHits < 0.5 then
t = 1.5
t2 = 5
end
--entity_setState(me, STATE_SEED, 9)
if v.stage == 0 then
--entity_setState(me, STATE_FIRESEEDS, t)
entity_setState(me, STATE_FIRESPIKY, t)
--elseif v.stage == 1 then
elseif v.stage == 1 then
entity_setState(me, STATE_VINES, t2)
elseif v.stage == 2 then
entity_setState(me, STATE_SINGNOTE, t2)
end
--[[
if v.stage == 0 then
entity_setState(me, STATE_TENTACLES)
elseif v.stage == 1 then
entity_setState(me, STATE_EYESOPEN, 2)
elseif v.stage == 2 then
entity_setState(me, STATE_TENTACLES)
elseif v.stage == 3 then
entity_setState(me, STATE_SEED, 9)
end
]]--
v.stage = v.stage + 1
if v.stage > 2 then
v.stage = 0
end
end
end
end
function enterState(me, state)
if entity_isState(me, STATE_EYESOPEN) then
playSfx("ForestGod-Awaken")
entity_setDamageTarget(me, DT_AVATAR_SHOCK, true)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
bone_alpha(v.eyes, 1, 0.1)
local shotSpd = 500
local maxa = 3.14 * 2
local a = 0
while a < maxa do
--entity_fireShot(me, 0, 0, math.sin(a)*shotSpd, math.cos(a)*shotSpd, 0, 500, "BlasterFire")
local s = createShot("ForestGod", me, 0)
shot_setAimVector(s, math.sin(a), math.cos(a))
a = a + (3.14*2)/16.0
end
entity_setStateTime(me, 5.5)
v.curCurrent = v.curCurrent + 1
if v.curCurrent > 2 then
v.curCurrent = 1
end
if v.curCurrent == 1 then
node_setActive(v.c1, true)
node_setActive(v.c2, false)
elseif v.curCurrent == 2 then
node_setActive(v.c1, false)
node_setActive(v.c2, true)
end
elseif entity_isState(me, STATE_RAGE) then
setSceneColor(1, 0.7, 0.7, 6)
shakeCamera(10, 3)
entity_color(me, 1, 0.5, 0.5, 3)
v.delay = 0
v.rageState = 0
bone_alpha(v.eyes, 1, 0.1)
entity_setDamageTarget(me, DT_AVATAR_SHOCK, true)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
v.b1 = createEntity("spikyblocker", "", entity_x(me), entity_y(me))
v.b2 = createEntity("spikyblocker", "", entity_x(me), entity_y(me))
v.b3 = createEntity("spikyblocker", "", entity_x(me), entity_y(me))
--v.b4 = createEntity("spikyblocker", "", entity_x(me), entity_y(me))
elseif entity_isState(me, STATE_FIRESEEDS) then
local shotSpd = 1000
local a = 0 + math.random(314)/10.0
local maxa = a + 3.14 * 2
while a < maxa do
local vx = math.sin(a)*shotSpd
local vy = math.cos(a)*shotSpd
local dx,dy = vector_setLength(vx, vy, 64)
local s = createShot("SeedUberVineUnlimited", me, 0, entity_x(me)+dx, entity_y(me)+dy)
shot_setAimVector(s, vx, vy)
--local ent = createEntity("SporeSeed", "", entity_x(me)+dx, entity_y(me)+dy)
--entity_setDieTimer(ent, 12)
--entity_setState(ent, STATE_CHARGE2)
--entity_addVel(ent, vx, vy)
local perc = v.hits/v.maxHits
--debugLog(string.format("perc: %f", perc))
if perc < 0.25 then
a = a + (3.14*2)/20.0
elseif perc < 0.5 then
a = a + (3.14*2)/12.0
else
a = a + (3.14*2)/6.0
end
end
elseif entity_isState(me, STATE_FIRESPIKY) then
local shotSpd = 800
local a = 0 + math.random(314)/10.0
local maxa = a + 3.14 * 2
while a < maxa do
local vx = math.sin(a)*shotSpd
local vy = math.cos(a)*shotSpd
local dx,dy = vector_setLength(vx, vy, 128)
local ent = createEntity("SpikyBall", "", entity_x(me)+dx, entity_y(me)+dy)
entity_setBounceType(ent, BOUNCE_REAL)
entity_setBounce(ent, 1)
entity_setDieTimer(ent, 6.5)
--entity_setLife(ent, 7)
entity_setState(ent, STATE_CHARGE1)
entity_addVel(ent, vx, vy)
local perc = v.hits/v.maxHits
if perc < 0.25 then
a = a + (3.14*2)/8.0
elseif perc < 0.75 then
a = a + (3.14*2)/6.0
else
a = a + (3.14*2)/4.0
end
end
elseif entity_isState(me, STATE_IDLE) then
entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
bone_alpha(v.eyes, 0, 0.2)
elseif entity_isState(me, STATE_TENTACLES) then
entity_animate(me, "tentacles")
elseif entity_isState(me, STATE_SEED) then
v.delay = 0.5
elseif entity_isState(me, STATE_DIE) then
setSceneColor(0.7, 0.8, 1, 4)
shakeCamera(2, 4)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
--debugLog("state die!!!")
entity_setColor(me, 0.5, 0.5, 0.8, 4)
--bone_setColor(v.eyes, 0.5, 0.5, 0.8, 4)
bone_alpha(v.eyes, 1)
bone_alpha(v.eyes, 0, 1)
entity_setStateTime(me, 4)
clearVines()
if v.b1 ~= 0 then entity_delete(v.b1) end
if v.b2 ~= 0 then entity_delete(v.b2) end
if v.b3 ~= 0 then entity_delete(v.b3) end
if v.b4 ~= 0 then entity_delete(v.b4) end
fadeOutMusic(4)
elseif entity_isState(me, STATE_SINGNOTE) then
v.sungNote = math.random(8)-1
entity_sound(me, string.format("Note%d", v.sungNote), 500, entity_getStateTime(me))
v.noteQuad = createQuad(string.format("Song/NoteSymbol%d", v.sungNote), 6)
quad_alpha(v.noteQuad, 0)
quad_alpha(v.noteQuad, 0.8, 2)
quad_scale(v.noteQuad, 3, 3, 2, 0, 0, 1)
quad_setBlendType(v.noteQuad, BLEND_ADD)
local r,g,b = getNoteColor(v.sungNote)
quad_color(v.noteQuad, r*0.8 + 0.2, g*0.8+0.2, b*0.8+0.2)
local x,y = entity_getPosition(me)
quad_setPosition(v.noteQuad, x, y+130)
elseif entity_isState(me, STATE_DONE) then
entity_setColor(me, 0.5, 0.5, 0.8)
--bone_setColor(v.eyes, 0.5, 0.5, 0.8)
bone_alpha(v.eyes, 0)
v.hits = 0
node_setActive(v.c1, false)
node_setActive(v.c2, false)
elseif entity_isState(me, STATE_VINES) then
local num = 1
local perc = v.hits/v.maxHits
if perc < 0.5 then
num = 3
elseif perc < 0.75 then
num = 2
end
spawnVines(me, num)
end
end
function damage(me, attacker, bone, damageType, dmg)
if attacker == me then
return false
end
if entity_isState(me, STATE_EYESOPEN) then
bone_damageFlash(v.bone_bg)
bone_damageFlash(v.eyes)
v.hits = v.hits - dmg
--debugLog(string.format("hits: %d", v.hits))
if v.hits <= 0 then
--debugLog("setting state die...")
--entity_setState(me, STATE_DIE)
entity_setState(me, STATE_RAGE)
else
--entity_setState(me, STATE_IDLE)
end
--return true
end
if entity_isState(me, STATE_RAGE) then
bone_damageFlash(v.bone_bg)
bone_damageFlash(v.eyes)
v.rageHits = v.rageHits - dmg
if v.rageHits <= 0 then
entity_setState(me, STATE_DIE)
end
end
return false
end
function exitState(me, state)
if entity_isState(me, STATE_EYESOPEN) then
clearShots()
entity_setState(me, STATE_IDLE)
shakeCamera(2, 3)
elseif entity_isState(me, STATE_SINGNOTE) then
v.sungNote = -1
entity_setState(me, STATE_IDLE)
if v.noteQuad ~= 0 then
quad_delete(v.noteQuad, 0.5)
v.noteQuad = 0
end
elseif entity_isState(me, STATE_VINES) then
entity_setState(v.vh1, STATE_OFF)
entity_setState(v.vh2, STATE_OFF)
entity_setState(v.vh3, STATE_OFF)
v.vh1 = 0
v.vh2 = 0
v.vh3 = 0
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_SEED) then
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_FIRESEEDS) or entity_isState(me, STATE_FIRESPIKY) then
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_DIE) then
overrideZoom(0)
cutscene(me)
entity_setState(me, STATE_DONE)
end
end
function songNote(me, note)
v.lastPlayerNote = note
v.noteTimer = 0.5
end
function songNoteDone(me, note, t)
v.noteTimer = 0
end