mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
496 lines
12 KiB
Lua
496 lines
12 KiB
Lua
-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria is free software; you can redistribute it and/or
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-- modify it under the terms of the GNU General Public License
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-- as published by the Free Software Foundation; either version 2
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-- of the License, or (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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--
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-- See the GNU General Public License for more details.
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--
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-- You should have received a copy of the GNU General Public License
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-- along with this program; if not, write to the Free Software
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-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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v.n = 0
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local STATE_STEPFORE = 1000
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local STATE_STEPBACK = 1001
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local STATE_ATTACK1 = 1002
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local STATE_ATTACK2 = 1003
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local STATE_ATTACK3 = 1004
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local STATE_BACKHANDATTACK = 1005
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local STATE_MOUTHATTACK = 1006
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local STATE_SPAWNNAIJA = 1007
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local STATE_SCENEGHOST = 1010
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v.maxLeft = 0
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v.maxRight = 0
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v.stepDelay = 0
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v.attackDelay = 0
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v.eye = 0
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v.hand = 0
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v.forearm = 0
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v.socket = 0
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v.neck = 0
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v.backHand = 0
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v.tongue = 0
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v.li = 0
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v.shieldHits = 3 --9
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v.hits = 3 -- 3
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v.camNode = 0
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v.camBone = 0
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v.chestMonster = 0
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v.chestShield = 0
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v.eyeCover = 0
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v.eyeSocket = 0
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v.eyeSpiral = 0
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v.eyeCoverHits = 24
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local PHASE_HASLI = 0
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local PHASE_FINAL = 1
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v.phase = PHASE_HASLI
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v.attackPhase = 0
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local function enterFinalPhase(me)
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debugLog("setting phase to final")
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playSfx("naijali1")
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setFlag(FLAG_LI, 100)
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entity_setState(v.li, STATE_IDLE, -1, true)
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v.phase = PHASE_FINAL
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v.chestMonster = createEntity("chestmonster", "", entity_x(me), entity_y(me))
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playSfx("licage-shatter")
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bone_alpha(v.chestShield, 0, 2)
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v.attackPhase = 0
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end
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "CreatorForm6")
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--entity_setAllDamageTargets(me, false)
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entity_setCull(me, false)
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entity_generateCollisionMask(me)
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entity_setState(me, STATE_IDLE)
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entity_scale(me, 2, 2)
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v.eye = entity_getBoneByName(me, "Eye")
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v.hand = entity_getBoneByName(me, "Hand")
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v.forearm = entity_getBoneByName(me, "Forearm")
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v.socket = entity_getBoneByName(me, "Socket")
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v.neck = entity_getBoneByName(me, "Neck")
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v.chestShield = entity_getBoneByName(me, "chestshield")
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v.eyeSocket = entity_getBoneByName(me, "eyesocket")
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v.eyeCover = entity_getBoneByName(me, "eyecover")
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entity_setTargetRange(me, 2000)
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bone_setVisible(v.eyeSocket, 0)
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v.backHand = entity_getBoneByName(me, "BackHand")
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v.tongue = entity_getBoneByName(me, "tongue")
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bone_setAnimated(v.eye, ANIM_POS)
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v.camBone = v.eye
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v.li = getLi()
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esetv(me, EV_SOULSCREAMRADIUS, -1)
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setFlag(FLAG_LI, 200)
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loadSound("licage-crack1")
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loadSound("licage-crack2")
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loadSound("licage-shatter")
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loadSound("creatorform6-die3")
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loadSound("hellbeast-shot-skull")
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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end
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function postInit(me)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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local node = getNode("MAXLEFT")
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v.maxLeft = node_x(node)
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local node = getNode("MAXRIGHT")
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v.maxRight = node_x(node)
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v.camNode = getNode("CAM")
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if v.li == 0 then
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-- create li
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v.li = createEntity("Li")
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setLi(v.li)
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end
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entity_setState(v.li, STATE_TRAPPEDINCREATOR, -1, true)
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end
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v.pd = 0
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function update(me, dt)
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if entity_isState(me, STATE_WAIT) then
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return
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end
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if entity_isState(me, STATE_TRANSITION) or entity_isState(me, STATE_SCENEGHOST) then
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local bx, by = bone_getWorldPosition(v.camBone)
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node_setPosition(v.camNode, bx, by)
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cam_toNode(v.camNode)
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v.pd = v.pd + dt
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if v.pd > 0.2 then
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spawnParticleEffect("TinyRedExplode", bx-500+math.random(1000), by-500 + math.random(1000))
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v.pd = 0
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end
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return
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end
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entity_updateMovement(me, dt)
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entity_handleShotCollisionsSkeletal(me)
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if bone ~= 0 then
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--[[
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if avatar_isBursting() and bone ~= v.hand and bone ~= v.forearm and entity_setBoneLock(v.n, me, bone) then
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else
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]]--
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-- puuush
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--entity_addVel(v.n, -800, 0)
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local bx, by = bone_getWorldPosition(bone)
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local x, y = entity_getPosition(v.n)
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x = x - bx
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y = y - by
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x,y = vector_setLength(x, y, 2000)
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entity_clearVel(v.n)
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entity_addVel(v.n, x, y)
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x,y = vector_setLength(x, y, 8)
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entity_setPosition(v.n, entity_x(v.n) + x -20, entity_y(v.n) + y)
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--if bone == v.hand or bone == v.forearm then
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entity_damage(v.n, me, 1)
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avatar_fallOffWall()
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--end
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--entity_addVel(v.n, -400, 0)
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--end
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end
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overrideZoom(0.45)
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if entity_isState(me, STATE_IDLE) then
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v.stepDelay = v.stepDelay + dt
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if v.stepDelay > 2 then
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v.stepDelay = 0
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if entity_x(me) > v.maxLeft and chance(50) then
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entity_setState(me, STATE_STEPFORE)
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elseif entity_x(me) < v.maxRight then
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entity_setState(me, STATE_STEPBACK)
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end
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end
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if v.phase == PHASE_HASLI then
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v.attackDelay = v.attackDelay + dt
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if v.attackDelay > 4 then
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v.attackDelay = 0
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if v.attackPhase == 0 then
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entity_setState(me, STATE_BACKHANDATTACK)
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elseif v.attackPhase == 1 then
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entity_setState(me, STATE_SPAWNNAIJA)
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elseif v.attackPhase == 2 then
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entity_setState(me, STATE_MOUTHATTACK)
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end
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v.attackPhase = v.attackPhase + 1
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if v.attackPhase > 2 then
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v.attackPhase = 0
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end
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end
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end
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if v.phase == PHASE_FINAL then
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v.attackDelay = v.attackDelay + dt
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if v.attackDelay > 4 then
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v.attackDelay = 0
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if v.attackPhase == 0 then
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entity_setState(v.chestMonster, STATE_OPEN)
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v.attackDelay = -3
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elseif v.attackPhase == 1 then
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entity_setState(me, STATE_BACKHANDATTACK)
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elseif v.attackPhase == 2 then
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-- spawn aleph ???
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elseif v.attackPhase == 3 then
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end
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v.attackPhase = v.attackPhase + 1
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if v.attackPhase > 1 then
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v.attackPhase = 0
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end
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end
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end
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end
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local dist = 270
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local bx, by = bone_getWorldPosition(v.eye)
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if entity_y(v.n) > by + dist then
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bone_rotate(v.eye, -25, 0.5)
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elseif entity_y(v.n) < by - dist then
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bone_rotate(v.eye, 35, 0.5)
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else
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bone_rotate(v.eye, 0, 0.5)
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end
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if v.li ~= 0 and v.phase == PHASE_HASLI then
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entity_setPosition(v.li, bone_getWorldPosition(v.socket))
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end
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if v.phase == PHASE_FINAL then
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if v.chestMonster ~= 0 then
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entity_setPosition(v.chestMonster, bone_getWorldPosition(v.socket))
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end
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end
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if v.eyeSpiral ~= 0 then
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local bx,by = bone_getWorldPosition(v.eyeSocket)
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entity_setPosition(v.eyeSpiral, bx-64, by)
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end
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entity_clearTargetPoints(me)
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if v.phase == PHASE_HASLI then
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if bone_isVisible(v.eyeCover) then
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entity_addTargetPoint(me, bone_getWorldPosition(v.eyeCover))
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end
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end
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end
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v.stepTime = 2
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local function flash()
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end
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v.incut = false
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function enterState(me)
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if v.incut then return end
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if entity_isState(me, STATE_IDLE) then
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entity_animate(me, "idle", -1)
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elseif entity_isState(me, STATE_STEPFORE) then
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entity_setPosition(me, entity_x(me)-600, entity_y(me), v.stepTime, 0, 0, 0)
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entity_setStateTime(me, v.stepTime)
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elseif entity_isState(me, STATE_STEPBACK) then
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entity_setPosition(me, entity_x(me)+600, entity_y(me), v.stepTime, 0, 0, 0)
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entity_setStateTime(me, v.stepTime)
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elseif entity_isState(me, STATE_ATTACK1) then
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entity_setStateTime(me, entity_animate(me, "attack1"))
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elseif entity_isState(me, STATE_TRANSITION) then
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if v.chestMonster ~= 0 then
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entity_delete(v.chestMonster)
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v.chestMonster = 0
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end
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bone_setAnimated(v.eye, ANIM_ALL)
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v.incut = true
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--entity_setStateTime(me, entity_animate(me, "die"))
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--entity_setStateTime(me, 22)
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-- 22
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-- gets picked up by node FINALBOSSDEATH
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--[[
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flash() entity_animate(me, "die1", -1)
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watch(7)
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flash() entity_animate(me, "die2", -1)
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watch(5)
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flash() entity_animate(me, "die3", -1)
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watch(9)
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entity_setStateTime(me, 0.01)
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]]--
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v.incut = false
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elseif entity_isState(me, STATE_SCENEGHOST) then
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debugLog("ghost")
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v.incut = true
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v.incut = false
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elseif entity_isState(me, STATE_WAIT) then
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debugLog("wait")
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elseif entity_isState(me, STATE_BACKHANDATTACK) then
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entity_setStateTime(me, entity_animate(me, "backHandAttack"))
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elseif entity_isState(me, STATE_MOUTHATTACK) then
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entity_setStateTime(me, entity_animate(me, "mouthattack"))
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elseif entity_isState(me, STATE_SPAWNNAIJA) then
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entity_setStateTime(me, entity_animate(me, "spawnthing"))
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end
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end
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function exitState(me)
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if entity_isState(me, STATE_STEPFORE) or entity_isState(me, STATE_STEPBACK) or entity_isState(me, STATE_ATTACK1) then
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_TRANSITION) then
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--entity_setState(me, STATE_SCENEGHOST)
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elseif entity_isState(me, STATE_SCENEGHOST) then
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disableInput()
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fade(1, 2, 0, 0, 0)
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elseif entity_isState(me, STATE_BACKHANDATTACK) then
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_MOUTHATTACK) then
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_SPAWNNAIJA) then
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entity_setState(me, STATE_IDLE)
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end
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end
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function damage(me, attacker, bone, damageType, dmg)
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--[[
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if v.phase == PHASE_HASLI then
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if damageType == DT_ENEMY_CREATOR then
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debugLog("damage type is dt_enemy_creator")
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if bone == v.socket then
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v.shieldHits = v.shieldHits - dmg
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bone_damageFlash(bone)
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if v.shieldHits <= 0 then
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enterFinalPhase(me)
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end
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end
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end
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end
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]]--
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if damageType == DT_ENEMY_BEAM then
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return false
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end
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if bone == v.eyeCover then
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bone_damageFlash(v.eyeCover)
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v.eyeCoverHits = v.eyeCoverHits - dmg
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playSfx("licage-crack1")
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if v.eyeCoverHits <= 0 then
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bone_setVisible(v.eyeCover, 0)
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bone_setVisible(v.eyeSocket, 1)
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playSfx("licage-shatter")
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v.eyeSpiral = createEntity("eyespiral", "", bone_getWorldPosition(v.eyeSocket))
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end
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end
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if v.phase == PHASE_FINAL then
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if damageType == DT_AVATAR_DUALFORMNAIJA then
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v.hits = v.hits - 1
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for i = 0,10 do
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bone_damageFlash(entity_getBoneByIdx(me, i))
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end
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playSfx("creatorform6-die3")
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if v.hits <= 0 then
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entity_setState(me, STATE_TRANSITION)
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end
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end
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end
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return false
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end
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function animationKey(me, key)
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if entity_isState(me, STATE_BACKHANDATTACK) then
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if key == 4 or key == 5 or key == 6 or key == 7 or key == 8 then
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-- create entity
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debugLog("Creating entity")
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local bx, by = bone_getWorldPosition(v.backHand)
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local vx, vy = entity_getPosition(getNaija())
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vx = vx - bx
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vy = vy - by
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--local e = createEntity("cf6-shot", "", bx, by)
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local s = createShot("creatorform6-hand", me, getNaija(), bx, by)
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shot_setAimVector(s, vx, vy)
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end
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elseif entity_isState(me, STATE_MOUTHATTACK) then
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if key == 4 or key == 5 or key == 6 or key == 7 or key == 8 or key == 9 or key == 10 then
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local bx, by = bone_getWorldPosition(v.tongue)
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local vx, vy = entity_getPosition(getNaija())
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vx = vx - bx
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vy = vy - by
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local s = createShot("creatorform6-hand", me, getNaija(), bx, by)
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shot_setAimVector(s, vx, vy)
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end
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elseif entity_isState(me, STATE_SPAWNNAIJA) then
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if key == 5 then -- key == 3 or
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local bx, by = bone_getWorldPosition(v.hand)
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spawnParticleEffect("tinyredexplode", bx, by)
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createEntity("mutantnaija", "", bx, by)
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end
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end
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end
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function hitSurface(me)
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end
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function songNote(me, note)
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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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function activate(me)
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end
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function msg(me, msg)
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if msg == "eye" then
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v.camBone = v.eye
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elseif msg == "neck" then
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v.camBone = v.neck
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end
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if msg == "eyedied" then
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enterFinalPhase(me)
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end
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if msg == "eyepopped" then
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fade2(1, 0, 1, 1, 1)
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fade2(0, 1, 1, 1, 1)
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playSfx("creatorform6-die3")
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v.eyeSpiral = 0
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setSceneColor(1, 0, 0, 0)
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setSceneColor(1, 1, 1, 4)
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entity_animate(me, "eyehurt", 0, 1)
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end
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end
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