mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-26 18:23:49 +00:00
255 lines
7.2 KiB
Lua
255 lines
7.2 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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v.dad = 0
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v.bone = 0
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v.babySpawn = 0
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v.momVisionTime = 0.5
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v.momVisionDelay = v.momVisionTime
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v.momEyes = 0
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v.started = false
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v.createDelayTime = 20
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v.createDelay = v.createDelayTime
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local STATE_GOTODAD = 1000
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local STATE_MOURN = 1001
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local STATE_MOMVISION = 1002
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v.fireDelay = 2
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v.shotDelay = 0.1
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v.shots = 0
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v.numShots = 8
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v.angle = 0
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function init(me)
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setupEntity(me)
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entity_setHealth(me, 30)
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entity_initSkeletal(me, "SunkenMom")
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entity_setCollideRadius(me, 32)
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entity_setState(me, STATE_IDLE)
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entity_scale(me, 0.5, 0.5)
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entity_setCull(me, false)
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entity_setEntityType(me, ET_ENEMY)
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entity_setAllDamageTargets(me, false)
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entity_generateCollisionMask(me)
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entity_setMaxSpeed(me, 800)
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entity_setDeathScene(me, true)
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--entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
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end
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function postInit(me)
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v.n = getNaija()
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v.dad = entity_getNearestEntity(me, "SunkenDad")
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v.bone = entity_getBoneByName(v.dad, "MomPosition")
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v.babySpawn = entity_getBoneByName(v.dad, "BabySpawn")
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--[[
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local x, y = bone_getWorldPosition(v.bone)
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entity_setPosition(me, x, y, 0.5)
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]]--
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entity_setTarget(me, v.dad)
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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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if not entity_isState(me, STATE_DEATHSCENE) then
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overrideZoom(0.45, 1.0)
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end
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--debugLog(string.format("createDelay: %f", v.createDelay))
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if entity_isState(me, STATE_MOMVISION) then
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--[[
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v.momVisionDelay = v.momVisionDelay - dt
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if v.momVisionDelay < 0 then
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v.momVisionDelay = v.momVisionTime
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x = entity_x(v.n)
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node = entity_getNearestNode(v.n, "MOMEYES")
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dist = 300
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x = x + entity_velx(v.n)*0.5
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if chance(50) then
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createEntity("MomEyes", "", x-dist, node_y(node))
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createEntity("MomEyes", "", x, node_y(node))
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else
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createEntity("MomEyes", "", x+dist, node_y(node))
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createEntity("MomEyes", "", x, node_y(node))
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end
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end
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]]--
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--[[
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v.momVisionDelay = v.momVisionDelay - dt
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if v.momVisionDelay < 0 then
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v.momVisionDelay = v.momVisionTime
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s = createShot("MomVision", "", entity_x(v.momEyes), entity_y(v.momEyes))
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shot_setAimVector(s, entity_x(v.n) - entity_x(v.momEyes), entity_y(v.n) - entity_y(v.momEyes))
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end
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]]--
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end
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if entity_isState(me, STATE_IDLE) then
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if not (entity_getHealth(v.dad) < 220) then
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v.createDelay = v.createDelay - dt
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if v.createDelay < 0 then
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if entity_isState(v.dad, STATE_IDLE) then
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--debugLog("setting dad to waitForKiss")
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entity_setState(v.dad, STATE_WAITFORKISS, -1, true)
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entity_setState(me, STATE_GOTODAD)
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v.createDelay = v.createDelayTime
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end
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end
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else
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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v.shotDelay = v.shotDelay - dt
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if v.shotDelay < 0 then
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v.shots = v.shots + 1
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v.shotDelay = 0.7
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local s = createShot("zygoteshot-mom", me, v.n)
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shot_setAimVector(s, math.sin(v.angle), math.cos(v.angle))
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v.angle = v.angle + ((3.14*2)/v.numShots) * v.shots
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if v.shots >= v.numShots then
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v.fireDelay = 3
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v.shots = 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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end
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if entity_isState(me, STATE_IDLE) then
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if entity_hasTarget(me) then
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if entity_isTargetInRange(me, 512) then
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entity_moveAroundTarget(me, dt, 1000, 0)
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else
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entity_moveTowardsTarget(me, dt, 1000)
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end
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entity_flipToEntity(me, entity_getTarget(me))
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entity_doCollisionAvoidance(me, dt, 5, 0.5)
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end
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entity_updateMovement(me, dt)
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end
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if entity_isState(me, STATE_KISS) then
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local x, y = bone_getWorldPosition(v.bone)
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entity_setPosition(me, x, y, 0.5)
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entity_flipToEntity(me, v.dad)
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end
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entity_handleShotCollisionsSkeletal(me)
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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, "fly", -1)
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elseif entity_isState(me, STATE_GOTODAD) then
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entity_animate(me, "fly", -1)
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local x, y = bone_getWorldPosition(v.bone)
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--debugLog(string.format("pos(%f,%f)", x, y))
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entity_clearVel(me)
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entity_setStateTime(me, entity_setPosition(me, x, y, -1 * 300))
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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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local x, y = bone_getWorldPosition(v.bone)
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entity_setPosition(me, x, y, -1 * 100)
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entity_setState(v.dad, STATE_KISS, -1, true)
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elseif entity_isState(me, STATE_WEAK) then
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local node = getNode("GROUNDLEVEL")
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entity_setPosition(me, entity_x(me), node_y(node), -500)
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entity_animate(me, "weak")
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entity_setStateTime(me, 12)
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entity_setState(v.dad, STATE_RAGE, -1, true)
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elseif entity_isState(me, STATE_MOMVISION) then
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debugLog("mom vision")
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--[[
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v.momEyes = createEntity("MomEyes", "", entity_x(me), entity_y(me)-800)
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entity_setStateTime(me, 20)
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v.momVisionDelay = 0
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]]--
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entity_setStateTime(me, 3)
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elseif entity_isState(me, STATE_DEATHSCENE) then
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entity_setStateTime(me, -1)
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entity_clearVel(me)
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elseif entity_isState(me, STATE_START) then
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v.started = true
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entity_setStateTime(me, 0.1)
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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_GOTODAD) then
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debugLog("state goToDad done")
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entity_setState(me, STATE_KISS)
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elseif entity_isState(me, STATE_KISS) then
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if not entity_isState(v.dad, STATE_DEATHSCENE) then
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--entity_setState(v.dad, STATE_IDLE)
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local x, y = bone_getWorldPosition(v.babySpawn)
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createEntity("Zygote", "", x, y)
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playSfx("sunkendad-headspurt")
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spawnParticleEffect("sunkendad-headspurt", x, y)
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--createEntity("GhostBaby", "", x, y-10)
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entity_setState(me, STATE_IDLE)
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end
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elseif entity_isState(me, STATE_WEAK) then
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if not entity_isState(v.dad, STATE_DEATHSCENE) and not (entity_getHealthPerc(v.dad) <= 0) then
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if entity_getHealth(v.dad) >= 220 then
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entity_setState(v.dad, STATE_CALM, -1, true)
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end
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entity_setState(me, STATE_MOMVISION)
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end
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elseif entity_isState(me, STATE_MOMVISION) then
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if v.momEyes ~= 0 then
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entity_setState(v.momEyes, STATE_DONE)
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end
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if not entity_isState(v.dad, STATE_DEATHSCENE) and not (entity_getHealthPerc(v.dad) <= 0) then
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entity_setState(v.dad, STATE_IDLE)
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entity_setState(me, STATE_IDLE)
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end
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elseif entity_isState(me, STATE_START) 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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if not (entity_getHealth(v.dad) < 220) then
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if not entity_isState(me, STATE_WEAK) then
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-- for debug
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--or damageType == DT_AVATAR_ENERGYBLAST
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if damageType == DT_AVATAR_CREATORSHOT then
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--bone_damageFlash(me, entity_getBoneByIdx(me, 0))
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entity_setState(me, STATE_WEAK)
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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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