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Aquaria/game_scripts/scripts/entities/icechunkcommon.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
-- ================================================================================================
-- I C E C H U N K C O M M O N S C R I P T
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.n = 0
v.chunkSize = 0
v.width = 0
v.dir = -1
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function v.commonInit(me, size)
v.maxSpeed = 321 + math.random(32)
v.chunkSize = size
setupBasicEntity(
me,
"IceChunk/Large", -- texture
8, -- health
1, -- manaballamount
1, -- exp
0, -- money
64, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
512, -- sprite width
512, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
1, -- 0/1 hit other entities off/on (uses collideRadius)
4000, -- updateCull -1: disabled, default: 4000
v.layer
)
loadSound("IceChunkBreak")
entity_setEntityType(me, ET_NEUTRAL)
--entity_setAllDamageTargets(me, false)
--entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
entity_setDamageTarget(me, DT_AVATAR_BITE, false)
entity_setDeathScene(me, true)
-- 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)
-- IF LARGE
if v.chunkSize <= 0 then
v.chunkSize = 0
entity_setTexture(me, "IceChunk/Large")
v.width = 154
entity_setHealth(me, 8)
-- IF MEDIUM
elseif v.chunkSize == 1 then
v.chunkSize = 1
entity_setTexture(me, "IceChunk/Medium")
v.width = 76
entity_setHealth(me, 4)
v.maxSpeed = v.maxSpeed * 1.23
-- IF SMALL
else
v.chunkSize = 2
entity_setTexture(me, "IceChunk/Small")
v.width = 42
entity_setHealth(me, 2)
v.maxSpeed = v.maxSpeed * 1.54
end
v.width = v.width * sz
entity_setCollideRadius(me, v.width)
entity_setDeathSound(me, "")
entity_alpha(me, 0.9)
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)
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))
-- IF LARGE
if v.chunkSize == 0 then
-- LOCK ON TO BIG CHUNK
if entity_touchAvatarDamage(me, v.width*1.1, 0) then
if avatar_isBursting() and entity_setBoneLock(v.n, me) then
else
local vecX, vecY = entity_getVectorToEntity(me, v.n, 1000)
entity_addVel(v.n, vecX, vecY)
end
end
if entity_getBoneLockEntity(v.n) ~= me and entity_touchAvatarDamage(me, v.width, 0, 321) then
end
-- IF MEDIUM
elseif v.chunkSize == 1 then
-- NAIJA COLLISION
if entity_getBoneLockEntity(v.n) ~= me and entity_touchAvatarDamage(me, v.width, 0, 210) then
if avatar_isBursting() then
entity_moveTowards(me, entity_x(getNaija()), entity_y(getNaija()), 1, -456)
else
entity_moveTowards(me, entity_x(getNaija()), entity_y(getNaija()), 1, -87)
end
end
-- IF SMALL
elseif v.chunkSize == 2 then
-- NAIJA COLLISION
if entity_getBoneLockEntity(v.n) ~= me and entity_touchAvatarDamage(me, v.width, 0, 128) then
if avatar_isBursting() then
entity_moveTowards(me, entity_x(getNaija()), entity_y(getNaija()), 1, -1234)
else
entity_moveTowards(me, entity_x(getNaija()), entity_y(getNaija()), 1, -128)
end
end
end
-- AVOIDANCE
if entity_getBoneLockEntity(v.n) ~= me then entity_doEntityAvoidance(me, dt, v.width*1.1, 1.23) end
entity_doCollisionAvoidance(me, dt, ((v.width*0.01)*7)+1, 0.421)
-- MOVEMENT
if entity_getVelLen(me) > 64 then entity_doFriction(me, dt, 42) end
entity_updateMovement(me, dt)
-- SHOT COLLISIONS
entity_handleShotCollisions(me)
end
function enterState(me)
if entity_getState(me) == STATE_IDLE then
elseif entity_getState(me) == STATE_DEATHSCENE then
local deathTime = 0.23
entity_setStateTime(me, deathTime)
entity_alpha(me, 0, deathTime)
entity_scale(me, 0, 0, deathTime)
entity_delete(me, deathTime)
entity_sound(me, "IceChunkBreak")
if v.chunkSize ~= 2 then
for i=1,3 do
local newChunk
if v.chunkSize == 0 then
newChunk = createEntity("IceChunkMedium", "", entity_x(me) + (math.random(8) - 4), entity_y(me) + (math.random(8) - 4))
else
newChunk = createEntity("IceChunkSmall", "", entity_x(me) + (math.random(4) - 2), entity_y(me) + (math.random(4) - 2))
end
entity_moveTowards(newChunk, entity_x(me), entity_y(me), 1, -321)
end
end
end
end
function exitState(me)
end
function hitSurface(me)
end
function damage(me, attacker, bone, damageType, dmg)
return true
end
function activate(me)
end