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Aquaria/game_scripts/scripts/entities/mantis.lua

326 lines
7.8 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
-- ================================================================================================
-- M A N T I S
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
local STATE_SCREECH = 1000
local STATE_FIREBOMBS = 1001
local STATE_FALL = 1002
local STATE_FLOAT = 1003
local STATE_SHOOT = 1004
local STATE_ATTACK = 1005
local STATE_HURT = 1006
local STATE_RECOVER = 1007
local STATE_DIE = 1008
v.n = 0
v.fight = false
v.spawnPoint = 0
v.phaseDelayTime = 1.5
v.phaseDelay = v.phaseDelayTime
v.phase = 0
local PHASE_NONE = 0
local PHASE_SHOTS = 2
local PHASE_FIREBOMBS = 1
local PHASE_MAX = 2
v.startx = 0
v.starty = 0
v.hits = 3
v.body = 0
v.item = 0
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"", -- texture
999, -- health
1, -- manaballamount
1, -- exp
1, -- money
32, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
512, -- sprite width
512, -- sprite height
1, -- particle "explosion" type, 0 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
5500 -- updateCull -1: disabled, default: 4000
)
entity_initSkeletal(me, "mantis")
entity_animate(me, "idle", -1)
entity_generateCollisionMask(me)
entity_setState(me, STATE_IDLE)
entity_setDeathParticleEffect(me, "TinyGreenExplode")
entity_setCanLeaveWater(me, true)
entity_scale(me, 2, 2)
--entity_setAllDamageTargets(me, false)
entity_setDamageTarget(me, DT_AVATAR_VINE, true)
entity_setDamageTarget(me, DT_ENEMY, true)
entity_setDamageTarget(me, DT_ENEMY_MANTISBOMB, true)
loadSound("mantis-fall")
loadSound("mantis-bomb")
loadSound("mantis-die")
loadSound("mantis-fire")
loadSound("mantis-roar")
v.body = entity_getBoneByName(me, "body")
v.spawnPoint = entity_getBoneByName(me, "spawnpoint")
bone_alpha(v.spawnPoint, 0)
end
function postInit(me)
v.n = getNaija()
v.item = entity_getNearestEntity(me, "healthupgrade4")
--debugLog(string.format("item: %d", v.item))
if not entity_isFlag(me, 0) then
entity_delete(me)
else
entity_alpha(v.item, 0)
end
v.startx = entity_x(me)
v.starty = entity_y(me)
end
function update(me, dt)
--entity_updateMovement(me, dt)
if not v.fight and entity_isEntityInRange(me, v.n, 1400) then
if not v.cut then
v.cut = true
v.fight = true
entity_idle(v.n)
playMusic("MiniBoss")
cam_toEntity(me)
watch(0.5)
playSfx("mantis-roar")
watch(1.5)
cam_toEntity(v.n)
v.cut = false
end
end
if v.fight and not entity_isEntityInRange(me, getNaija(), 3800) then
v.fight = false
updateMusic()
v.phase = 0
end
if v.fight then
if entity_isState(me, STATE_IDLE) then
v.phaseDelay = v.phaseDelay - dt
if v.phaseDelay < 0 then
debugLog("phaseDelay 0")
v.phase = v.phase + 1
if v.phase == PHASE_FIREBOMBS then
debugLog("firebombs")
entity_setState(me, STATE_FIREBOMBS)
end
if v.phase == PHASE_MAX then
v.phase = 0
end
v.phaseDelay = v.phaseDelayTime
end
end
end
if v.fight then
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
entity_touchAvatarDamage(me, 0, 1, 500)
end
end
end
function hitSurface(me)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_offset(me, 0, 0, 0.1)
entity_animate(me, "idle", -1)
--[[
elseif entity_isState(me, STATE_) then
elseif entity_isState(me, STATE_) then
]]--
elseif entity_isState(me, STATE_FIREBOMBS) then
entity_setStateTime(me, entity_animate(me, "firebombs"))
elseif entity_isState(me, STATE_FALL) then
playSfx("mantis-fall")
entity_animate(me, "hurt", 4, 1)
local nd = getNode("mantisfall")
local nx = node_x(nd)
local ny = node_y(nd)
entity_setPosition(me, nx, ny, 1)
entity_setStateTime(me, 6)
elseif entity_isState(me, STATE_RECOVER) then
entity_setPosition(me, v.startx, v.starty, 1, 0, 0, 1)
entity_setStateTime(me, 1)
for i=1,3 do
v = entity_getNearestEntity(me, "UberVine")
if v ~= 0 then
entity_delete(v)
end
end
elseif entity_isState(me, STATE_HURT) then
playSfx("mantis-roar")
entity_offset(me, -10, 0)
entity_offset(me, 10, 0, 0.1, -1, 1)
bone_damageFlash(v.body)
v.hits = v.hits - 1
shakeCamera(10, 3)
entity_setStateTime(me, 1)
elseif entity_isState(me, STATE_DIE) then
entity_idle(v.n)
entity_flipToEntity(v.n, me)
local e = getFirstEntity()
while e ~= 0 do
if entity_isName(e, "mantis-bomb") then
entity_msg(e, "exp")
watch(0.2)
end
e = getNextEntity()
end
spawnParticleEffect("gateway-die", entity_x(me), entity_y(me))
fadeOutMusic(1)
cam_toEntity(me)
playSfx("mantis-roar")
entity_setStateTime(me, entity_animate(me, "die"))
entity_setFlag(me, 1)
setFlag(FLAG_MINIBOSS_MANTISSHRIMP, 1)
end
end
function exitState(me)
if entity_isState(me, STATE_FIREBOMBS) or entity_isState(me, STATE_RECOVER) then
entity_setState(me, STATE_IDLE, -1)
elseif entity_isState(me, STATE_HURT) then
entity_offset(me, 0, 0, 0.1)
if v.hits <= 0 then
entity_setState(me, STATE_DIE)
else
entity_setState(me, STATE_RECOVER)
end
elseif entity_isState(me, STATE_DIE) then
playSfx("mantis-die")
spawnParticleEffect("gateway-die", entity_x(me), entity_y(me))
cam_toEntity(getNaija())
entity_delete(me)
entity_alpha(v.item, 1)
pickupGem("boss-mantis")
elseif entity_isState(me, STATE_FALL) then
entity_setState(me, STATE_RECOVER)
end
end
function animationKey(me, key)
if entity_isState(me, STATE_FIREBOMBS) then
if key == 1 or key == 3 or (key == 5 and chance(100)) or (key==6 and chance(50)) then
local sx, sy = bone_getWorldPosition(v.spawnPoint)
local e = createEntity("mantis-bomb", "", sx, sy)
if key == 1 then
entity_moveTowards(e, entity_x(v.n), entity_y(v.n), 1000, 1)
else
entity_addVel(e, math.random(500)-250, 300)
end
playSfx("mantis-fire")
end
end
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_ENEMY_MANTISBOMB then
--debugLog("MANTIS BOMB DAMAGE TYPE")
if entity_isState(me, STATE_FALL) then
entity_setState(me, STATE_HURT)
shakeCamera(10, 2)
return false
end
end
if damageType == DT_AVATAR_VINE then
if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_FIREBOMBS) then
entity_setState(me, STATE_FALL)
end
end
if damageType == DT_AVATAR_ENERGYBLAST or damageType == DT_AVATAR_SHOCK then
playNoEffect()
return false
end
return false
end