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Aquaria/game_scripts/scripts/entities/whelkcommon.lua

195 lines
4.9 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
-- ================================================================================================
-- WHELK
-- ================================================================================================
v.hasShell = true
v.pullTime = 0.4
v.escapeTimer = 0
v.escaping = false
v.isShell = false
v.bone_shell = 0
v.bone_body = 0
v.moveTimer = 0
function v.commonInit(me, shell)
v.hasShell = shell
local layer = 1
if not shell then
layer = 0
end
setupBasicEntity(
me,
"", -- texture
9, -- health
1, -- manaballamount
1, -- exp
0, -- money
20, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
256, -- sprite width
256, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
1, -- 0/1 hit other entities off/on (uses collideRadius)
2000, -- updateCull -1: disabled, default: 4000
layer
)
entity_initSkeletal(me, "whelk")
entity_setMaxSpeed(me, 300)
entity_setEntityType(me, ET_ENEMY)
v.bone_shell = entity_getBoneByName(me, "Shell")
v.bone_body = entity_getBoneByName(me, "Body")
entity_setAllDamageTargets(me, false)
bone_setSegs(v.bone_body)
if v.hasShell then
entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
entity_setProperty(me, EP_MOVABLE, true)
else
entity_setAllDamageTargets(me, true)
bone_alpha(v.bone_shell, 0, 0.1)
entity_setDeathSound(me, "squishy-die")
end
entity_setDeathParticleEffect(me, "tinyyellowexplode")
entity_clampToSurface(me)
esetv(me, EV_WALLOUT, 16)
entity_setState(me, STATE_IDLE)
entity_setCullRadius(me, 512)
end
function update(me, dt)
entity_handleShotCollisions(me)
if v.isShell then
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
end
if not v.isShell then
if v.hasShell then
entity_moveAlongSurface(me, dt, 40, 6, 30)
else
entity_moveAlongSurface(me, dt, 120, 6, 30)
end
entity_rotateToSurfaceNormal(me, 0.2)
v.moveTimer = v.moveTimer + dt
if v.moveTimer > 10 then
entity_switchSurfaceDirection(me)
v.moveTimer = 0
end
else
entity_updateMovement(me, dt)
end
if v.hasShell then
entity_touchAvatarDamage(me, 60, 1, 1200)
else
entity_touchAvatarDamage(me, 60, 0, 1200)
end
if v.hasShell then
if entity_isBeingPulled(me) then
local x, y = entity_getVectorToEntity(getNaija(), me)
--if not vector_isLength2DIn(x, y, 300) and not v.escaping then
if true then
entity_animate(me, "shellQuiver", LOOP_INF)
v.pullTime = v.pullTime - dt
if v.pullTime < 0 then
entity_animate(me, "idle", LOOP_INF)
entity_applySurfaceNormalForce(me, 800)
entity_adjustPositionBySurfaceNormal(me, 64)
v.hasShell = false
v.isShell = true
playSfx("popshell")
avatar_setPullTarget(0)
--entity_setProperty(me, EP_MOVABLE, false)
bone_alpha(v.bone_body, 0, 0.1)
entity_setWeight(me, 300)
local p = randRange(1, 100)
if p >= 1 and p <= 2 then
spawnIngredient("LeechingPoultice", entity_x(me), entity_y(me))
elseif p >= 3 and p <= 4 then
spawnIngredient("SightPoultice", entity_x(me), entity_y(me))
elseif p >= 5 and p <= 25 then
spawnIngredient("LeafPoultice", entity_x(me), entity_y(me))
elseif p <= 40 then
spawnIngredient("PlantLeaf", entity_x(me), entity_y(me))
end
entity_createEntity(me, "whelknoshell")
end
else
entity_animate(me, "idle", LOOP_INF)
end
--[[
if v.hasShell then
if x ~= 0 or y ~= 0 then
x, y = vector_setLength(x, y, 2000*dt)
entity_addVel(getNaija(), x, y)
end
end
]]--
else
entity_animate(me, "idle", LOOP_INF)
end
end
end
function enterState(me)
if entity_getState(me) == STATE_IDLE then
bone_setSegs(v.bone_body, 4, 4, 0.54, 0.54, -0.022, 0, 4.3, 1)
end
end
function exitState(me)
end
function hitSurface(me)
end
function damage(me, attacker, bone, damageType, dmg)
if v.hasShell or v.isShell then
return false
end
return true
end
function activate(me)
end
function dieNormal(me)
end