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Aquaria/game_scripts/scripts/entities/sunkendad.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
v.attackTimer = 0
v.n = 0
v.mom = 0
v.body = 0
v.started = false
local STATE_ATTACK1 = 1001
local STATE_ATTACK2 = 1002
local STATE_ATTACK3 = 1003
local STATE_PREP1 = 1005
local STATE_PREP2 = 1006
local STATE_PREP3 = 1007
v.enraged = false
v.dadMax = 0
v.dadMin = 0
v.deathScene = false
v.lastPhase = false
v.almostDone = false
v.hitDelay = 0
function init(me)
setupEntity(me)
--entity_setHealth(me, 50)
-- for debug
--entity_setHealth(me, 2)
entity_setHealth(me, 290) -- 90 -- 100
entity_initSkeletal(me, "SunkenDad")
entity_setState(me, STATE_IDLE)
entity_scale(me, 2, 2)
entity_setCull(me, false)
entity_setEntityType(me, ET_ENEMY)
entity_generateCollisionMask(me)
v.n = getNaija()
--entity_setAllDamageTargets(me, false)
--[[
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
entity_setDamageTarget(me, DT_AVATAR_SHOCK, true)
]]--
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
entity_setDamageTarget(me, DT_ENEMY_ENERGYBLAST, false)
entity_setEatType(me, EAT_NONE)
entity_setTargetRange(me, 256)
v.body = entity_getBoneByName(me, "Body")
--[[
bone_alpha(entity_getBoneByName(me, "MomPosition"), 0.5)
bone_alpha(entity_getBoneByName(me, "BabySpawn"), 0.5)
bone_alpha(entity_getBoneByName(me, "PE"), 0.5)
]]--
--entity_setAutoSkeletalUpdate(me, false)
entity_setDeathScene(me, true)
entity_setTargetRange(me, 2000)
loadSound("sunkendad-roar")
loadSound("sunkendad-hit")
loadSound("ChopRock")
loadSound("sunkendad-stomp")
loadSound("sunkendad-breakout")
loadSound("mia-appear")
loadSound("sunkendad-headspurt")
entity_setDamageTarget(me, DT_AVATAR_PET, false)
end
function postInit(me)
v.mom = getEntity("SunkenMom")
end
function animationKey(me, key)
if entity_isState(me, STATE_ATTACK1) then
if key == 4 then
shakeCamera(10, 0.5)
playSfx("ChopRock")
end
elseif entity_isState(me, STATE_ATTACK2) then
if key == 2 then
shakeCamera(10, 0.5)
playSfx("ChopRock")
end
elseif entity_isState(me, STATE_PREP3) then
if key == 4 or key == 6 or key == 8 then
playSfx("sunkendad-stomp")
end
elseif entity_isState(me, STATE_ATTACK3) then
if key == 2 or key == 4 then
playSfx("sunkendad-stomp")
end
end
v.dadMax = getNode("DADMAX")
v.dadMin = getNode("DADMIN")
end
v.inCut = false
local function cutScene(me)
if v.inCut then return end
v.inCut = true
local dad = me
entity_stopInterpolating(me)
fadeOutMusic(4)
overrideZoom(0.5, 1)
entity_idle(v.n)
cam_toEntity(me)
entity_stopInterpolating(me)
entity_setPosition(me, entity_x(me), entity_y(me), 10)
setSceneColor(1,1,1,4)
watch(4)
changeForm(FORM_NORMAL)
--setFlag(FLAG_PET_ACTIVE, 0)
local e = getFirstEntity()
while e ~= 0 do
if entity_isName(e, "zygote") then
entity_delete(e)
end
e = getNextEntity()
end
cam_toEntity(dad)
entity_alpha(dad, 0, 3)
entity_flipToEntity(v.n, dad)
debugLog("creating father")
local gdad = createEntity("cc_father", "", entity_x(me), entity_y(me))
entity_alpha(gdad, 0)
entity_alpha(gdad, 1, 2)
entity_setPosition(gdad, entity_x(gdad), entity_y(gdad)-50, 3, 0, 0, 1)
watch(3)
local sx, sy = entity_getScale(gdad)
entity_scale(gdad, sx*1.5, sy*1.5, 2)
entity_alpha(gdad, 0, 2)
watch(2)
cam_toEntity(v.mom)
entity_flipToEntity(v.n, v.mom)
local gmom = createEntity("CC_Mother", "", entity_getPosition(v.mom))
entity_alpha(gmom, 0)
entity_alpha(gmom, 1, 2)
entity_alpha(v.mom, 0, 4)
entity_setPosition(gmom, entity_x(gmom), entity_y(gmom)-50, 3, 0, 0, 1)
watch(1)
voice("naija_likidnappedbefore")
watch(3)
sx,sy = entity_getScale(gmom)
entity_scale(gmom, sx*1.5, sy*1.5, 2)
entity_alpha(gmom, 0, 2)
watch(2)
entity_idle(v.n)
local li = getLi()
if li ~= 0 then
--cam_toEntity(li)
local door = entity_getNearestEntity(me, "EnergyDoor")
if not entity_isState(door, STATE_OPENED) then
entity_setState(door, STATE_OPEN)
end
--[[
local node = getNode("CREATORSHADOW")
local c = createEntity("CreatorShadow", "", node_x(node), node_y(node))
entity_setPosition(c, entity_x(li), entity_y(li), -1000)
while entity_isInterpolating(c) do
watch(FRAME_TIME)
end
]]--
cam_toNode(getNode("BOSSWAIT"))
fade(1, 2)
watch(2)
setOverrideVoiceFader(1.0)
local node = getNode("NAIJAPOS")
entity_setPosition(v.n, node_x(node), node_y(node))
local node = getNode("LIPOS")
entity_setPosition(li, node_x(node), node_y(node))
local node = getNode("CREATORSPAWN")
local c = createEntity("CreatorSunkenCity", "", node_x(node), node_y(node))
entity_alpha(c, 0)
entity_flipToEntity(c, v.n)
entity_flipToEntity(v.n, c)
entity_flipToEntity(li, c)
fade(0, 1)
watch(1)
cam_toEntity(c)
playSfx("mia-appear")
spawnParticleEffect("CreatorTransport", node_x(node), node_y(node))
watch(1)
playSfx("NaijaGasp")
watch(0.5)
entity_alpha(c, 1, 1)
voiceInterupt("laugh3")
watch(0.5)
watch(0.5)
watch(0.1)
--[[
entity_animate(c, "smack")
while entity_isAnimating(c) do
watch(FRAME_TIME)
end
]]--
entity_animate(c, "grab")
while entity_isAnimating(c) do
watch(FRAME_TIME)
end
emote(EMOTE_NAIJALI)
entity_setState(li, STATE_TRAPPEDINCREATOR)
entity_setState(c, STATE_GRAB)
entity_animate(c, "take")
while entity_isAnimating(c) do
watch(FRAME_TIME)
end
playSfx("mia-appear")
-- li!!
entity_swimToNode(v.n, getNode("NAIJACONCERN"))
entity_alpha(c, 0, 1)
entity_alpha(li, 0, 1)
spawnParticleEffect("CreatorTransport", node_x(node), node_y(node))
watch(1)
entity_setState(c, STATE_IDLE)
entity_setPosition(c, 0, 0)
entity_setPosition(li, 0, 0)
cam_toEntity(v.n)
--[[
local node = getNode("CREATORSHADOWEXIT")
--entity_swimToNode(c, node, SPEED_VERYFAST)
entity_setPosition(c, node_x(node), node_y(node), -1000)
cam_toEntity(v.n)
playMusic("SunkenCity")
while entity_isInterpolating(c) do
wait(FRAME_TIME)
entity_setPosition(li, entity_x(c), entity_y(c))
end
entity_setPosition(li, 0, 0)
entity_delete(c)
]]--
watch(4)
setOverrideVoiceFader(-1)
voice("naija_likidnapped")
setFlag(FLAG_LI, 200)
setFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_BOSSDONE)
else
cam_toEntity(v.n)
end
overrideZoom(0, 1)
end
function update(me, dt)
if not v.started then
return
end
entity_clearTargetPoints(me)
local x, y = bone_getWorldPosition(v.body)
entity_addTargetPoint(me, x, y)
if v.enraged then
dt = dt * 2
end
if v.hitDelay > 0 then
v.hitDelay = v.hitDelay - dt
if v.hitDelay < 0 then
v.hitDelay = 0
end
end
-- note also has to be set to the same value in sunkenmom
if entity_getHealth(me) < 220 and entity_getHealth(me) > 0 then
v.enraged = true
if v.almostDone then
setSceneColor(1, 0.3, 0.3, 3)
else
setSceneColor(1, 0.7, 0.7, 3)
end
end
if not entity_isAnimating(me) and (entity_isState(me, STATE_ATTACK1) or entity_isState(me, STATE_ATTACK2)) then
entity_setState(me, STATE_IDLE)
end
if entity_isState(me, STATE_IDLE) then
v.attackTimer = v.attackTimer + dt
if (not v.enraged and v.attackTimer > 3) or (v.enraged and v.attackTimer > 2) then
--local hammerzone = entity_getNearestNode(v.n, "hammerzone")
local dadjumpzone = entity_getNearestNode(me, "dadjumpzone")
if node_isEntityIn(dadjumpzone, me) then
entity_setState(me, STATE_PREP2)
else
local xdist = entity_x(v.n)-entity_x(me)
if math.abs(xdist)<500 and entity_y(v.n) > entity_y(me)-100 then
if chance(50) then
entity_setState(me, STATE_PREP3)
else
entity_setState(me, STATE_ATTACK1)
end
else
if entity_y(v.n) > entity_y(me) - 400 then
if chance(40) then
entity_setState(me, STATE_PREP2)
else
entity_setState(me, STATE_PREP3)
end
else
entity_setState(me, STATE_PREP2)
end
end
end
v.attackTimer = 0
end
end
if entity_isState(me, STATE_ATTACK3) and not entity_isInterpolating(me) then
entity_setState(me, STATE_IDLE)
end
if entity_x(me) < node_x(v.dadMin) then
if entity_isState(me, STATE_ATTACK3) then
entity_setState(me, STATE_IDLE)
end
entity_setPositionX(me, node_x(v.dadMin))
end
if entity_x(me) > node_x(v.dadMax) then
if entity_isState(me, STATE_ATTACK3) then
entity_setState(me, STATE_IDLE)
end
entity_setPositionX(me, node_x(v.dadMax))
end
--entity_updateSkeletal(me, dt)
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
avatar_fallOffWall()
local nx,ny = entity_getPosition(v.n)
local cx,cy = entity_getPosition(me)
local x = nx-cx
local y = 0
x,y = vector_setLength(x,y,2000)
entity_addVel(v.n, x, y)
local dmg = 0.5
if v.enraged then
if entity_getHealth(me) < 220 then
dmg = 1.5
else
dmg = 1
end
end
entity_damage(v.n, me, dmg)
end
end
function hitSurface(me)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
entity_flipToEntity(me, v.n)
elseif entity_isState(me, STATE_PREP1) then
playSfx("sunkendad-roar")
entity_setStateTime(me, entity_animate(me, "prep1"))
elseif entity_isState(me, STATE_PREP2) then
playSfx("sunkendad-roar")
entity_flipToEntity(me, v.n)
entity_setStateTime(me, entity_animate(me, "prep2"))
elseif entity_isState(me, STATE_PREP3) then
playSfx("sunkendad-roar")
entity_setStateTime(me, entity_animate(me, "prep3"))
entity_flipToEntity(me, v.n)
elseif entity_isState(me, STATE_ATTACK1) then
entity_flipToEntity(me, v.n)
entity_animate(me, "attack")
elseif entity_isState(me, STATE_ATTACK2) then
entity_flipToEntity(me, v.n)
entity_animate(me, "attack2")
local minJumpLen = 100
local maxJumpLen = 600
local dist = entity_x(v.n) - entity_x(me)
if dist > maxJumpLen then
dist = maxJumpLen
end
if dist < minJumpLen then
dist = minJumpLen
end
if dist > -maxJumpLen then
dist = -maxJumpLen
end
if dist < -minJumpLen then
dist = -minJumpLen
end
entity_setPosition(me, entity_x(v.n) + dist, entity_y(me), 1)
entity_offset(me, 0, -650, 0.5, 1, 1)
elseif entity_isState(me, STATE_ATTACK3) then
entity_flipToEntity(me, v.n)
entity_animate(me, "attack3", -1)
local chargeDist = 2000
local spd = 1800
if entity_x(v.n) < entity_x(me) then
entity_setPosition(me, entity_x(me) - chargeDist, entity_y(me), -1 * spd)
else
entity_setPosition(me, entity_x(me) + chargeDist, entity_y(me), -1 * spd)
end
elseif entity_isState(me, STATE_WAITFORKISS) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_KISS) then
entity_setStateTime(me, entity_animate(me, "kiss"))
elseif entity_isState(me, STATE_RAGE) then
entity_setStateTime(me, entity_animate(me, "rage"))
entity_color(me, 1, 0.5, 0.5, 3)
v.enraged = true
entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
elseif entity_isState(me, STATE_CALM) then
v.enraged = false
entity_setStateTime(me, entity_animate(me, "calm"))
entity_color(me, 1, 1, 1, 3)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
elseif entity_isState(me, STATE_DEATHSCENE) then
--entity_setStateTime(v.mom, 10)
entity_setAllDamageTargets(me, false)
debugLog("DEATH SCENE!")
pickupGem("Boss-SunkenDad")
v.deathScene = true
entity_animate(me, "die")
entity_setStateTime(me, -1)
entity_setState(v.mom, STATE_DEATHSCENE)
entity_color(me, 1, 1, 1, 5)
entity_stopInterpolating(me)
entity_setPosition(me, entity_x(me), entity_y(me), 0.1)
cutScene(me)
toggleSteam(false)
elseif entity_isState(me, STATE_START) then
v.started = true
entity_setStateTime(me, 0.1)
end
end
function exitState(me)
if entity_getEnqueuedState(me) == STATE_DEATHSCENE or entity_getEnqueuedState(me) == STATE_RAGE then
return
end
if entity_isState(me, STATE_KISS) then
entity_setState(me, STATE_IDLE)
v.attackTimer = -1
elseif entity_isState(me, STATE_RAGE) then
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_PREP2) then
entity_setState(me, STATE_ATTACK2)
elseif entity_isState(me, STATE_PREP3) then
entity_setState(me, STATE_ATTACK3)
elseif entity_isState(me, STATE_START) then
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
-- for debug
--[[
entity_changeHealth(me, -999)
return true
]]--
if v.enraged then
if v.hitDelay == 0 then
playSfx("sunkendad-hit")
v.hitDelay = 0.5
end
if ((entity_getHealth(me) - dmg) < 220) and not v.lastPhase then
v.lastPhase = true
playMusic("mithalaanger")
fade2(1, 0, 1, 1, 1)
fade2(0, 0.5, 1, 1, 1)
if entity_isState(v.mom, STATE_WEAK) then
entity_setStateTime(v.mom, 4)
end
end
if ((entity_getHealth(me) - dmg) < 100) and not v.almostDone then
v.almostDone = true
playMusic("mithalapeace")
fade2(1, 0, 1, 1, 1)
fade2(0, 0.5, 1, 1, 1)
end
return true
end
playNoEffect()
return false
end