mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
573 lines
14 KiB
Lua
573 lines
14 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.attackTimer = 0
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v.n = 0
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v.mom = 0
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v.body = 0
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v.started = false
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local STATE_ATTACK1 = 1001
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local STATE_ATTACK2 = 1002
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local STATE_ATTACK3 = 1003
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local STATE_PREP1 = 1005
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local STATE_PREP2 = 1006
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local STATE_PREP3 = 1007
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v.enraged = false
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v.dadMax = 0
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v.dadMin = 0
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v.deathScene = false
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v.lastPhase = false
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v.almostDone = false
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v.hitDelay = 0
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function init(me)
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setupEntity(me)
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--entity_setHealth(me, 50)
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-- for debug
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--entity_setHealth(me, 2)
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entity_setHealth(me, 290) -- 90 -- 100
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entity_initSkeletal(me, "SunkenDad")
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entity_setState(me, STATE_IDLE)
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entity_scale(me, 2, 2)
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entity_setCull(me, false)
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entity_setEntityType(me, ET_ENEMY)
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entity_generateCollisionMask(me)
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v.n = getNaija()
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--entity_setAllDamageTargets(me, false)
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--[[
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entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
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entity_setDamageTarget(me, DT_AVATAR_SHOCK, true)
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]]--
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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entity_setDamageTarget(me, DT_ENEMY_ENERGYBLAST, false)
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entity_setEatType(me, EAT_NONE)
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entity_setTargetRange(me, 256)
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v.body = entity_getBoneByName(me, "Body")
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--[[
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bone_alpha(entity_getBoneByName(me, "MomPosition"), 0.5)
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bone_alpha(entity_getBoneByName(me, "BabySpawn"), 0.5)
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bone_alpha(entity_getBoneByName(me, "PE"), 0.5)
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]]--
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--entity_setAutoSkeletalUpdate(me, false)
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entity_setDeathScene(me, true)
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entity_setTargetRange(me, 2000)
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loadSound("sunkendad-roar")
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loadSound("sunkendad-hit")
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loadSound("ChopRock")
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loadSound("sunkendad-stomp")
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loadSound("sunkendad-breakout")
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loadSound("mia-appear")
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loadSound("sunkendad-headspurt")
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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.mom = getEntity("SunkenMom")
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end
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function animationKey(me, key)
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if entity_isState(me, STATE_ATTACK1) then
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if key == 4 then
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shakeCamera(10, 0.5)
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playSfx("ChopRock")
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end
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elseif entity_isState(me, STATE_ATTACK2) then
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if key == 2 then
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shakeCamera(10, 0.5)
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playSfx("ChopRock")
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end
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elseif entity_isState(me, STATE_PREP3) then
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if key == 4 or key == 6 or key == 8 then
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playSfx("sunkendad-stomp")
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end
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elseif entity_isState(me, STATE_ATTACK3) then
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if key == 2 or key == 4 then
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playSfx("sunkendad-stomp")
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end
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end
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v.dadMax = getNode("DADMAX")
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v.dadMin = getNode("DADMIN")
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end
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v.inCut = false
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local function cutScene(me)
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if v.inCut then return end
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v.inCut = true
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local dad = me
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entity_stopInterpolating(me)
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fadeOutMusic(4)
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overrideZoom(0.5, 1)
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entity_idle(v.n)
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cam_toEntity(me)
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entity_stopInterpolating(me)
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entity_setPosition(me, entity_x(me), entity_y(me), 10)
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setSceneColor(1,1,1,4)
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watch(4)
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changeForm(FORM_NORMAL)
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--setFlag(FLAG_PET_ACTIVE, 0)
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local e = getFirstEntity()
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while e ~= 0 do
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if entity_isName(e, "zygote") then
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entity_delete(e)
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end
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e = getNextEntity()
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end
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cam_toEntity(dad)
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entity_alpha(dad, 0, 3)
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entity_flipToEntity(v.n, dad)
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debugLog("creating father")
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local gdad = createEntity("cc_father", "", entity_x(me), entity_y(me))
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entity_alpha(gdad, 0)
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entity_alpha(gdad, 1, 2)
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entity_setPosition(gdad, entity_x(gdad), entity_y(gdad)-50, 3, 0, 0, 1)
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watch(3)
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local sx, sy = entity_getScale(gdad)
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entity_scale(gdad, sx*1.5, sy*1.5, 2)
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entity_alpha(gdad, 0, 2)
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watch(2)
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cam_toEntity(v.mom)
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entity_flipToEntity(v.n, v.mom)
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local gmom = createEntity("CC_Mother", "", entity_getPosition(v.mom))
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entity_alpha(gmom, 0)
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entity_alpha(gmom, 1, 2)
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entity_alpha(v.mom, 0, 4)
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entity_setPosition(gmom, entity_x(gmom), entity_y(gmom)-50, 3, 0, 0, 1)
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watch(1)
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voice("naija_likidnappedbefore")
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watch(3)
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sx,sy = entity_getScale(gmom)
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entity_scale(gmom, sx*1.5, sy*1.5, 2)
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entity_alpha(gmom, 0, 2)
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watch(2)
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entity_idle(v.n)
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local li = getLi()
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if li ~= 0 then
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--cam_toEntity(li)
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local door = entity_getNearestEntity(me, "EnergyDoor")
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if not entity_isState(door, STATE_OPENED) then
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entity_setState(door, STATE_OPEN)
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end
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--[[
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local node = getNode("CREATORSHADOW")
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local c = createEntity("CreatorShadow", "", node_x(node), node_y(node))
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entity_setPosition(c, entity_x(li), entity_y(li), -1000)
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while entity_isInterpolating(c) do
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watch(FRAME_TIME)
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end
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]]--
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cam_toNode(getNode("BOSSWAIT"))
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fade(1, 2)
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watch(2)
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setOverrideVoiceFader(1.0)
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local node = getNode("NAIJAPOS")
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entity_setPosition(v.n, node_x(node), node_y(node))
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local node = getNode("LIPOS")
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entity_setPosition(li, node_x(node), node_y(node))
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local node = getNode("CREATORSPAWN")
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local c = createEntity("CreatorSunkenCity", "", node_x(node), node_y(node))
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entity_alpha(c, 0)
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entity_flipToEntity(c, v.n)
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entity_flipToEntity(v.n, c)
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entity_flipToEntity(li, c)
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fade(0, 1)
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watch(1)
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cam_toEntity(c)
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playSfx("mia-appear")
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spawnParticleEffect("CreatorTransport", node_x(node), node_y(node))
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watch(1)
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playSfx("NaijaGasp")
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watch(0.5)
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entity_alpha(c, 1, 1)
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voiceInterupt("laugh3")
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watch(0.5)
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watch(0.5)
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watch(0.1)
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--[[
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entity_animate(c, "smack")
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while entity_isAnimating(c) do
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watch(FRAME_TIME)
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end
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]]--
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entity_animate(c, "grab")
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while entity_isAnimating(c) do
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watch(FRAME_TIME)
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end
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emote(EMOTE_NAIJALI)
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entity_setState(li, STATE_TRAPPEDINCREATOR)
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entity_setState(c, STATE_GRAB)
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entity_animate(c, "take")
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while entity_isAnimating(c) do
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watch(FRAME_TIME)
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end
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playSfx("mia-appear")
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-- li!!
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entity_swimToNode(v.n, getNode("NAIJACONCERN"))
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entity_alpha(c, 0, 1)
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entity_alpha(li, 0, 1)
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spawnParticleEffect("CreatorTransport", node_x(node), node_y(node))
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watch(1)
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entity_setState(c, STATE_IDLE)
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entity_setPosition(c, 0, 0)
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entity_setPosition(li, 0, 0)
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cam_toEntity(v.n)
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--[[
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local node = getNode("CREATORSHADOWEXIT")
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--entity_swimToNode(c, node, SPEED_VERYFAST)
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entity_setPosition(c, node_x(node), node_y(node), -1000)
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cam_toEntity(v.n)
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playMusic("SunkenCity")
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while entity_isInterpolating(c) do
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wait(FRAME_TIME)
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entity_setPosition(li, entity_x(c), entity_y(c))
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end
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entity_setPosition(li, 0, 0)
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entity_delete(c)
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]]--
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watch(4)
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setOverrideVoiceFader(-1)
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voice("naija_likidnapped")
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setFlag(FLAG_LI, 200)
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setFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_BOSSDONE)
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else
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cam_toEntity(v.n)
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end
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overrideZoom(0, 1)
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end
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function update(me, dt)
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if not v.started then
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return
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end
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entity_clearTargetPoints(me)
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local x, y = bone_getWorldPosition(v.body)
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entity_addTargetPoint(me, x, y)
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if v.enraged then
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dt = dt * 2
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end
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if v.hitDelay > 0 then
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v.hitDelay = v.hitDelay - dt
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if v.hitDelay < 0 then
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v.hitDelay = 0
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end
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end
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-- note also has to be set to the same value in sunkenmom
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if entity_getHealth(me) < 220 and entity_getHealth(me) > 0 then
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v.enraged = true
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if v.almostDone then
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setSceneColor(1, 0.3, 0.3, 3)
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else
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setSceneColor(1, 0.7, 0.7, 3)
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end
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end
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if not entity_isAnimating(me) and (entity_isState(me, STATE_ATTACK1) or entity_isState(me, STATE_ATTACK2)) then
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entity_setState(me, STATE_IDLE)
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end
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if entity_isState(me, STATE_IDLE) then
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v.attackTimer = v.attackTimer + dt
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if (not v.enraged and v.attackTimer > 3) or (v.enraged and v.attackTimer > 2) then
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--local hammerzone = entity_getNearestNode(v.n, "hammerzone")
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local dadjumpzone = entity_getNearestNode(me, "dadjumpzone")
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if node_isEntityIn(dadjumpzone, me) then
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entity_setState(me, STATE_PREP2)
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else
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local xdist = entity_x(v.n)-entity_x(me)
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if math.abs(xdist)<500 and entity_y(v.n) > entity_y(me)-100 then
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if chance(50) then
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entity_setState(me, STATE_PREP3)
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else
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entity_setState(me, STATE_ATTACK1)
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end
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else
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if entity_y(v.n) > entity_y(me) - 400 then
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if chance(40) then
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entity_setState(me, STATE_PREP2)
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else
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entity_setState(me, STATE_PREP3)
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end
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else
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entity_setState(me, STATE_PREP2)
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end
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end
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end
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v.attackTimer = 0
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end
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end
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if entity_isState(me, STATE_ATTACK3) and not entity_isInterpolating(me) then
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entity_setState(me, STATE_IDLE)
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end
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if entity_x(me) < node_x(v.dadMin) then
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if entity_isState(me, STATE_ATTACK3) then
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entity_setState(me, STATE_IDLE)
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end
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entity_setPositionX(me, node_x(v.dadMin))
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end
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if entity_x(me) > node_x(v.dadMax) then
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if entity_isState(me, STATE_ATTACK3) then
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entity_setState(me, STATE_IDLE)
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end
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entity_setPositionX(me, node_x(v.dadMax))
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end
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--entity_updateSkeletal(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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avatar_fallOffWall()
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local nx,ny = entity_getPosition(v.n)
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local cx,cy = entity_getPosition(me)
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local x = nx-cx
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local y = 0
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x,y = vector_setLength(x,y,2000)
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entity_addVel(v.n, x, y)
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local dmg = 0.5
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if v.enraged then
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if entity_getHealth(me) < 220 then
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dmg = 1.5
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else
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dmg = 1
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end
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end
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entity_damage(v.n, me, dmg)
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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 enterState(me)
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if entity_isState(me, STATE_IDLE) then
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entity_animate(me, "idle", -1)
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entity_flipToEntity(me, v.n)
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elseif entity_isState(me, STATE_PREP1) then
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playSfx("sunkendad-roar")
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entity_setStateTime(me, entity_animate(me, "prep1"))
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elseif entity_isState(me, STATE_PREP2) then
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playSfx("sunkendad-roar")
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entity_flipToEntity(me, v.n)
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entity_setStateTime(me, entity_animate(me, "prep2"))
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elseif entity_isState(me, STATE_PREP3) then
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playSfx("sunkendad-roar")
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entity_setStateTime(me, entity_animate(me, "prep3"))
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entity_flipToEntity(me, v.n)
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elseif entity_isState(me, STATE_ATTACK1) then
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entity_flipToEntity(me, v.n)
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entity_animate(me, "attack")
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elseif entity_isState(me, STATE_ATTACK2) then
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entity_flipToEntity(me, v.n)
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entity_animate(me, "attack2")
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local minJumpLen = 100
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local maxJumpLen = 600
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local dist = entity_x(v.n) - entity_x(me)
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if dist > maxJumpLen then
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dist = maxJumpLen
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end
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if dist < minJumpLen then
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dist = minJumpLen
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end
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if dist > -maxJumpLen then
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dist = -maxJumpLen
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end
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if dist < -minJumpLen then
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dist = -minJumpLen
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end
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entity_setPosition(me, entity_x(v.n) + dist, entity_y(me), 1)
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entity_offset(me, 0, -650, 0.5, 1, 1)
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elseif entity_isState(me, STATE_ATTACK3) then
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entity_flipToEntity(me, v.n)
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entity_animate(me, "attack3", -1)
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local chargeDist = 2000
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local spd = 1800
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if entity_x(v.n) < entity_x(me) then
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entity_setPosition(me, entity_x(me) - chargeDist, entity_y(me), -1 * spd)
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else
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entity_setPosition(me, entity_x(me) + chargeDist, entity_y(me), -1 * spd)
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end
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elseif entity_isState(me, STATE_WAITFORKISS) then
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entity_animate(me, "idle", -1)
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elseif entity_isState(me, STATE_KISS) then
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entity_setStateTime(me, entity_animate(me, "kiss"))
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elseif entity_isState(me, STATE_RAGE) then
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entity_setStateTime(me, entity_animate(me, "rage"))
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entity_color(me, 1, 0.5, 0.5, 3)
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v.enraged = true
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
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elseif entity_isState(me, STATE_CALM) then
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v.enraged = false
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entity_setStateTime(me, entity_animate(me, "calm"))
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entity_color(me, 1, 1, 1, 3)
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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elseif entity_isState(me, STATE_DEATHSCENE) then
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--entity_setStateTime(v.mom, 10)
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entity_setAllDamageTargets(me, false)
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debugLog("DEATH SCENE!")
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pickupGem("Boss-SunkenDad")
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v.deathScene = true
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entity_animate(me, "die")
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entity_setStateTime(me, -1)
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entity_setState(v.mom, STATE_DEATHSCENE)
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entity_color(me, 1, 1, 1, 5)
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entity_stopInterpolating(me)
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entity_setPosition(me, entity_x(me), entity_y(me), 0.1)
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cutScene(me)
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toggleSteam(false)
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elseif entity_isState(me, STATE_START) then
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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
|
|
|