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Aquaria/game_scripts/scripts/entities/kingjelly.lua

350 lines
8.5 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.core = 0
v.ring = 0
v.n = 0
v.spawnTimer = 0
v.closeRange = 860
v.farRange = 950
v.started = false
local STATE_READY = 1000
local STATE_SPAWNJELLIES = 1001
local STATE_MOVECORE = 1002
v.maxHealth = 60
v.zaps = nil
v.zapGlows = nil
v.nZaps = 3
v.zapTimer = 0
v.zapStart = 5
v.zapTime = 5
v.zapGlowStart = 3
v.zapsOn = false
v.zapGlowOn = false
v.dist = 90
v.start = 0
v.spread = 120
v.hardLevel = 0
function init(me)
v.zaps = {}
v.zapGlows = {}
setupEntity(me)
--entity_setEntityLayer(me, 1)
entity_initSkeletal(me, "KingJelly")
entity_setTargetPriority(me, 1)
entity_setEntityType(me, ET_ENEMY)
entity_setCollideRadius(me, 120)
entity_generateCollisionMask(me)
entity_animate(me, "idle")
entity_setCull(me, false)
entity_setHealth(me, v.maxHealth)
v.core = entity_getBoneByName(me, "Core")
v.ring = entity_getBoneByName(me, "Ring")
--bone_scale(v.core, 1.2, 1.2, 1, -1)
entity_setState(me, STATE_IDLE)
v.n = getNaija()
--entity_setActivation(me, AT_CLICK, 64, 512)
--[[
entity_setAllDamageTargets(me, false)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
entity_setDamageTarget(me, DT_AVATAR_SHOCK, true)
]]--
for i=5,5+v.nZaps do
v.zaps[i-4] = entity_getBoneByIdx(me, i)
bone_alpha(v.zaps[i-4], 0)
end
for i=10,10+v.nZaps do
v.zapGlows[i-9] = entity_getBoneByIdx(me, i)
bone_alpha(v.zapGlows[i-10], 0)
end
--entity_initStrands(me, 32, 16, 256, 20, 0.8, 0.9, 1.0)
--bone_setPosition(v.core, 0, -40, 3, -1, 1, 1)
entity_setDeathScene(me, true)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
end
function postInit(me)
if isFlag(FLAG_MINIBOSS_KINGJELLY, 1) then
entity_delete(me)
end
end
local function activate(me)
entity_setActivationType(me, AT_NONE)
entity_setState(me, STATE_READY)
end
local function killJellies(me)
local ent = getFirstEntity()
while ent ~= 0 do
if ent ~= me and entity_getEntityType(ent)==ET_ENEMY and entity_isEntityInRange(me, ent, v.farRange*2) and entity_isName(ent, "EvilJelly") then
entity_damage(ent, me, 1000)
end
ent = getNextEntity()
end
end
local function toggleZapGlow(me, on)
v.zapGlowOn = on
if on then
v.start = math.random(360*2)-360
for i=1,v.nZaps do
--debugLog("setting alpha to 1")
bone_rotate(v.zapGlows[i], v.start+(i-1)*v.spread)
bone_alpha(v.zapGlows[i], 1, 0.2)
bone_scale(v.zapGlows[i], 1, 1)
bone_scale(v.zapGlows[i], 1.5, 1.5, 0.2, -1)
end
else
for i=1,v.nZaps do
--debugLog("setting alpha to 0")
bone_alpha(v.zapGlows[i], 0, 0.5)
end
end
end
local function toggleZaps(me, on)
v.zapsOn = on
if on then
toggleZapGlow(me, false)
for i=1,v.nZaps do
bone_alpha(v.zaps[i], 1, 0.1)
end
for i=1,v.nZaps do
bone_setSegs(v.zaps[i], 2, 32, 0.8, 0.8, -0.1, 0, 50, 1)
bone_rotate(v.zaps[i], v.start+(i-1)*v.spread)
bone_rotate(v.zaps[i], v.start+v.dist+(i-1)*v.spread, v.zapTime/2, -1, 1, 1)
end
else
toggleZapGlow(me, false)
for i=1,v.nZaps do
bone_alpha(v.zaps[i], 0, 0.1)
end
end
end
local function zapCollision(me, dt)
if not v.zapsOn then return end
if avatar_isShieldActive() then return end
for i=1,v.nZaps do
local rot = bone_getRotation(v.zaps[i])
if entity_collideCircleVsLineAngle(v.n, rot, 64, 900, 8, entity_getPosition(me)) then
entity_damage(v.n, me, 1)
end
end
end
function update(me, dt)
if entity_isState(me, STATE_DESCEND) and not entity_isInterpolating(me) then
--entity_setState(me, STATE_IDLE)
activate(me)
end
if entity_getHealthPerc(me) < 0.75 then
v.hardLevel = 1
elseif entity_getHealthPerc(me) < 0.90 then
v.hardLevel = 2
end
if v.hardLevel == 2 then
dt = dt * 1.25
end
if not entity_isState(me, STATE_DEATHSCENE) then
entity_handleShotCollisionsSkeletal(me)
entity_handleShotCollisions(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
local nx,ny = entity_getPosition(v.n)
local cx,cy = entity_getPosition(me)
local x = nx-cx
local y = ny-cy
x,y = vector_setLength(x,y,2000)
entity_addVel(v.n, x, y)
entity_damage(v.n, me, 1)
end
entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0, 2000)
else
killJellies(me)
end
if not entity_isState(me, STATE_IDLE) and not entity_isState(me, STATE_DEATHSCENE) then
if v.hardLevel > 0 then
v.zapTimer = v.zapTimer + dt
if v.zapTimer > v.zapGlowStart and v.zapTimer < v.zapStart and not v.zapGlowOn then
toggleZapGlow(me, true)
end
if v.zapTimer > v.zapStart and not v.zapsOn then
toggleZaps(me, true)
elseif v.zapTimer > v.zapStart+v.zapTime and v.zapsOn then
toggleZaps(me, false)
v.zapTimer = 0
end
zapCollision(me, dt)
end
local ent = getFirstEntity()
while ent ~= 0 do
if ent ~= me and (entity_getEntityType(ent)==ET_AVATAR or entity_isEntityInRange(me, ent, v.farRange)) then
if not entity_isEntityInRange(me, ent, v.closeRange) or entity_y(ent) > entity_y(me)+512 then
if not entity_isState(me, STATE_DESCEND) or entity_y(ent) < entity_y(me) then
if entity_getEntityType(ent) == ET_AVATAR then
avatar_fallOffWall()
end
local nx,ny = entity_getPosition(ent)
local cx,cy = entity_getPosition(me)
local x = nx-cx
local y = ny-cy
x,y = vector_setLength(x,y,-2000)
entity_clearVel(ent)
entity_addVel(ent, x, y)
end
end
end
ent = getNextEntity()
end
if not entity_isState(me, STATE_DESCEND) then
v.spawnTimer = v.spawnTimer + dt
if v.spawnTimer > 10 then
for i=1,2+v.hardLevel do
createEntity("EvilJelly", "", entity_getPosition(me))
end
v.spawnTimer = 0
end
end
end
if entity_isState(me, STATE_READY) then
bone_rotate(v.ring, bone_getRotation(v.ring)+dt*20)
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
elseif entity_isState(me, STATE_READY) then
if not v.started then
overrideZoom(0.5, 1)
playMusic("MiniBoss")
emote(EMOTE_NAIJAUGH)
v.started = true
end
for i=1,2+v.hardLevel do
createEntity("EvilJelly", "", entity_getPosition(me))
end
elseif entity_isState(me, STATE_MOVECORE) then
bone_rotate(v.ring, math.random(360*2)+360*6, 4, 0, 0, 1)
entity_setStateTime(me, 4)
elseif entity_isState(me, STATE_DEAD) then
overrideZoom(0)
elseif entity_isState(me, STATE_DESCEND) then
local node = getNode("KINGJELLYPOS")
entity_setPosition(me, node_x(node), node_y(node), -200, 0, 0, 1)
--playMusic("inevitable")
elseif entity_isState(me, STATE_DEATHSCENE) then
setFlag(FLAG_MINIBOSS_KINGJELLY, 1)
fadeOutMusic(10)
entity_setStateTime(me, -1)
entity_idle(v.n)
entity_clearVel(v.n)
entity_flipToEntity(v.n, me)
for i=1,10 do
killJellies(me)
watch(0.1)
killJellies(me)
end
playSfx("BeastForm")
entity_scale(me, 0.05, 0.05, 4)
overrideZoom(1, 4)
watch(4)
overrideZoom(0)
pickupGem("boss-jelly")
--entity_setStateTime(me, 0)
entity_delete(me)
end
end
function exitState(me)
if entity_isState(me, STATE_MOVECORE) then
local rot = bone_getRotation(v.ring)
while rot > 360 do
rot = rot - 360
end
bone_rotate(v.ring, rot)
entity_setState(me, STATE_READY)
end
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function hitSurface(me)
--entity_sound(me, "rock-hit")
end
function damage(me, attacker, bone, damageType, dmg)
if entity_isState(me, STATE_DESCEND) then
return false
end
if bone == v.ring then
return false
end
if entity_isState(me, STATE_READY) then
if bone == 0 then
--[[
if entity_getHealth(me)-dmg <= 0 then
deathScene(me)
end
]]--
entity_setState(me, STATE_MOVECORE)
return true
end
end
if entity_isState(me, STATE_MOVECORE) then
if bone == 0 then
return true
end
end
return false
end