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Aquaria/files/scripts/entities/creatorform1.lua

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-- Copyright (C) 2007, 2010 - Bit-Blot
--
-- This file is part of Aquaria.
--
-- Aquaria is free software; you can redistribute it and/or
-- modify it under the terms of the GNU General Public License
-- as published by the Free Software Foundation; either version 2
-- of the License, or (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
--
-- See the GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program; if not, write to the Free Software
-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
if not v then v = {} end
if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
v.n = 0
v.delay = 0
local STATE_ATTACK1 = 1000
local STATE_ATTACK2 = 1003
local STATE_ATTACK2LOOP = 1004
v.bone_head = 0
v.bone_spawn = 0
v.bone_hand = 0
v.bone_mask = 0
v.hits = 64 * 1.5
v.fireDelay = 0
v.takeDamage = true
v.suck = false
v.pat = 0
v.node_creatorcutscene = 0
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "CreatorForm1")
--entity_setAllDamageTargets(me, false)
entity_generateCollisionMask(me)
entity_setState(me, STATE_WAITFORCUTSCENE)
v.bone_head = entity_getBoneByName(me, "Head")
v.bone_spawn = entity_getBoneByName(me, "Spawn")
v.bone_hand = entity_getBoneByName(me, "Hand")
v.bone_mask = entity_getBoneByName(me, "Mask")
bone_alpha(v.bone_spawn, 0.01)
entity_setCullRadius(me, 600)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
loadSound("hellbeast-suck")
loadSound("mia-appear")
--entity_setHealth(me, 60)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
v.node_creatorcutscene = getNode("CREATORCUTSCENE")
end
local function getDelayTime()
if v.hits > 48 then
return 6
elseif v.hits > 32 then
return 3
else
return 0
end
end
function update(me, dt)
if not entity_isState(me, STATE_CUTSCENE) and not entity_isState(me, STATE_WAITFORCUTSCENE) then
overrideZoom(0.5, 1)
end
if entity_isState(me, STATE_TRANSITION) and v.suck then
local bx, by = bone_getWorldPosition(v.bone_head)
entity_pullEntities(me, bx, by, 1000, 1700, dt)
entity_clearVel(getLi())
end
if entity_isState(me, STATE_WAITFORCUTSCENE) then
if node_isEntityIn(v.node_creatorcutscene, v.n) then
entity_setState(me, STATE_CUTSCENE)
end
end
if not entity_isState(me, STATE_WAITFORCUTSCENE) then
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
--[[
if avatar_isBursting() and bone ~= 0 and entity_setBoneLock(v.n, me, bone) then
else
if bone ~= 0 and entity_getBoneLockEntity(v.n) ~= me then
entity_push(v.n, -500, 0, 1)
entity_damage(v.n, me, 1)
end
end
]]--
if bone ~= 0 then
entity_push(v.n, -500, 0, 1)
entity_damage(v.n, me, 0.5)
end
end
local hx, hy = bone_getWorldPosition(v.bone_head)
entity_setLookAtPoint(me, hx, hy)
if entity_isState(me, STATE_IDLE) then
v.delay = v.delay + dt
if v.delay > getDelayTime() then
if v.pat < 3 then
entity_setState(me, STATE_ATTACK1)
else
entity_setState(me, STATE_ATTACK2)
v.pat = -1
end
end
end
if entity_isState(me, STATE_ATTACK2LOOP) then
v.fireDelay = v.fireDelay + dt
if v.fireDelay > 0.05 then
local bx, by = bone_getWorldPosition(v.bone_spawn)
local s = createShot("CreatorForm1", me, v.n, bx, by)
local x = -1000
local y = math.random(2000)-1000
if chance(10) then
x = entity_x(v.n) - bx
y = entity_y(v.n) - by
end
shot_setAimVector(s, x, y)
v.fireDelay = 0
end
end
entity_clearTargetPoints(me)
if not entity_isState(me, STATE_WAITFORCUTSCENE) then
entity_addTargetPoint(me, hx, hy)
end
--entity_addTargetPoint(me, bone_getWorldPosition(bone_hand))
end
local function doIntroEnd(me)
shakeCamera(2, 1)
voiceInterupt("CreatorLast12")
--Creator: “Then you must die.”
watch(1)
fade2(1,0,1,1,1)
fade2(0,1,1,1,1)
entity_animate(me, "all", 0, 1)
watchForVoice()
playMusic("Worship1")
watch(1)
cam_toEntity(v.n)
setOverrideVoiceFader(-1)
entity_setState(me, STATE_IDLE, -1, 1)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
setCutscene(0)
end
local function qws(me, t)
local c = 0
if t == -1 then
--debugLog("WATCH FOR VOICE!!!")
while isStreamingVoice() do
watch(FRAME_TIME)
-- old skip method
--[[
watch(FRAME_TIME, WATCH_QUIT)
if isQuitFlag() then
doIntroEnd(me)
return true
end
]]--
end
else
watch(t)
--[[
watch(t, WATCH_QUIT)
if isQuitFlag() then
doIntroEnd(me)
return true
end
]]--
end
return false
end
v.intrans2 = false
function enterState(me)
if entity_isState(me, STATE_IDLE) then
v.delay = 0
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_ATTACK1) then
entity_setStateTime(me, entity_animate(me, "spawn"))
elseif entity_isState(me, STATE_ATTACK2) then
voice("Laugh3")
entity_setStateTime(me, entity_animate(me, "attack2"))
elseif entity_isState(me, STATE_TRANSITION) then
local nd = getNode("fallback")
if not entity_isfh(v.n) then
entity_fh(v.n)
end
local li = getLi()
entity_setPosition(v.n, node_x(nd), node_y(nd), 1)
entity_setPosition(li, node_x(nd), node_y(nd), 1)
fadeOutMusic(6)
--entity_setStateTime(me, entity_animate(me, "die"))
local node = getNode("CREATORFORM1")
entity_animate(me, "die")
entity_setAllDamageTargets(me, false)
if not(getForm() == FORM_NORMAL) then
changeForm(FORM_NORMAL)
end
entity_idle(v.n)
disableInput()
entity_setInvincible(v.n, true)
cam_toEntity(me)
entity_setStateTime(me, 5)
elseif entity_isState(me, STATE_TRANSITION2) then
if not v.intrans2 then
v.intrans2 = true
v.n = getNaija()
local nd = getNode("fallback")
if not entity_isfh(v.n) then
entity_fh(v.n)
end
playSfx("naijali1")
local li = getLi()
entity_setPosition(v.n, node_x(nd), node_y(nd))
entity_setPosition(li, node_x(nd), node_y(nd))
cam_toEntity(li)
local bx, by = bone_getWorldPosition(v.bone_head)
entity_setState(li, STATE_CLOSE, -1, 1)
local ent = getFirstEntity()
while ent ~= 0 do
if (entity_getEntityType(ent) == ET_ENEMY) and ent ~= me then
entity_damage(ent, me, 9999, DT_AVATAR_ENERGYBLAST)
end
ent = getNextEntity()
end
entity_setPosition(li, bx, by, 1)
entity_scale(li, 0.5, 0.5, 4)
entity_rotate(li, -8)
entity_rotate(li, 8, 3, 0, 0, 1)
watch(1)
playSfx("mia-appear")
spawnParticleEffect("tinyblueexplode", entity_x(li), entity_y(li))
entity_delete(li)
setLi(0)
cam_toEntity(0)
watch(1)
cam_toEntity(getNaija())
watch(1)
playSfx("naijalow1")
setFlag(FLAG_LI, 200)
v.intrans2 = false
end
elseif entity_isState(me, STATE_ATTACK2LOOP) then
entity_animate(me, "attack2loop", -1)
entity_setStateTime(me, 8)
shakeCamera(4, 8)
elseif entity_isState(me, STATE_WAITFORCUTSCENE) then
entity_animate(me, "idle", -1)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
elseif entity_isState(me, STATE_CUTSCENE) then
if isNested() then return end
setCutscene(1,1)
if not (getForm()==FORM_NORMAL) then
changeForm(FORM_NORMAL)
end
entity_swimToNode(v.n, v.node_creatorcutscene)
while entity_isFollowingPath(v.n) do
watch(FRAME_TIME)
end
setOverrideVoiceFader(1)
fadeOutMusic(2)
--overrideZoom(0.5, 0)
overrideZoom(0.7, 10)
local li = getLi()
local lucienVol = 0.7
local jennaVol = 0
entity_flipToEntity(li, me)
watch(1)
voice("CreatorLast1")
--He spoke, and his voice was forever burned into my memory…
--…in perfect detail…
if qws(me, -1) then return end
entity_flipToEntity(li, me)
cam_toNode(getNode("CONFRONT"))
voice ("CreatorLast2", lucienVol)
--Creator: “Your darkness is mine, little one. Your life is mine. I created all that you have witnessed, and though you have struggled and fought, it is all for nothing.
--This world is my canvas. I will paint upon it whatever I see fit, until I have completed my masterpiece.
--You, little Naija, are flawed. But you come from one who is… perfection. You will be my companion, for the rest of eternity. You will have the honor of witnessing my final masterpiece.”
entity_animate(me, "point", 0, 1)
if qws(me, 7) then return end
entity_animate(me, "all", 0, 1)
if qws(me, 5) then return end
entity_animate(me, "slam", 0, 1)
shakeCamera(2, 2)
if qws(me, 5) then return end
entity_animate(me, "all", 0, 1)
if qws(me, 11) then return end
--27 "you little naija are flawed"
entity_animate(me, "point", 0, 1)
if qws(me, 7) then return end
--35 "perfection"
entity_animate(me, "all", 0, 1)
if qws(me, 3) then return end
entity_animate(me, "point", 0, 1)
--44 final masterpiece
if qws(me, 7) then return end
entity_animate(me, "all", 0, 1)
if qws(me, -1) then return end
voice("CreatorLast3")
--Naija: “But I am a conscious being, with my own hopes and desires. I do not belong to you!”
if qws(me, -1) then return end
voice("CreatorLast4", lucienVol)
entity_animate(me, "slam", 0, 1)
shakeCamera(2, 2)
if qws(me, 3) then return end
entity_animate(me, "slam", 0, 1)
shakeCamera(2, 2)
if qws(me, 4) then return end
entity_animate(me, "all", 0, 1)
--Creator: “Yet it all sprang from MY mind. MY efforts, ungrateful one! Bow before me and worship your Creator.”
if qws(me, -1) then return end
voice("CreatorLast5")
--Naija: “No! I will not. I have lived free. I have explored beyond–“
if qws(me, -1) then return end
voice("CreatorLast6", jennaVol)
--Creator: “You have been allowed to play in my world. Now your turn is over. You will love me, and nothing else.”
entity_animate(me, "all", 0, 1)
if qws(me, -1) then return end
voice("CreatorLast7")
--Naija: “But have you ever truly loved? Has anyone ever willfully loved you?”
if qws(me, -1) then return end
voice("CreatorLast8", lucienVol)
--Creator: “You love an aberration – a foul symbol of chaos!”
entity_animate(me, "slam", 0, 1)
shakeCamera(2, 2)
watch(2)
entity_animate(me, "point", 0, 1)
if qws(me, -1) then return end
voice("CreatorLast9")
--Naija: “Why does such a small creature frighten you so? Perhaps you are not as powerful as you claim… perhaps… you can only control what lies in the waters.”
if qws(me, -1) then return end
voice("CreatorLast10")
--Creator: “Fool! I am a GOD.”
entity_animate(me, "anger", -1, 1)
shakeCamera(2, 3.5)
watch(3.27)
fade2(1,0,1,1,1)
fade2(0,1,1,1,1)
--entity_animate(me, "slam", 0, 1)
shakeCamera(10, 2)
if qws(me, -1) then return end
entity_animate(me, "down", -1, 1)
voice("CreatorLast11")
--Naija: “Perhaps you dream to be… but I will never worship you.”
if qws(me, -1) then return end
watch(1)
doIntroEnd(me)
end
end
function exitState(me)
if entity_isState(me, STATE_ATTACK1) then
v.pat = v.pat + 1
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_ATTACK2) then
entity_setState(me, STATE_ATTACK2LOOP)
elseif entity_isState(me, STATE_ATTACK2LOOP) then
v.pat = v.pat + 1
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_TRANSITION) then
entity_setState(me, STATE_TRANSITION2, 3)
elseif entity_isState(me, STATE_TRANSITION2) then
local ent = createEntity("CreatorForm2", "", entity_getPosition(me))
entity_alpha(me, 0, 0.5)
entity_alpha(ent, 0)
entity_alpha(ent, 1, 0.5)
entity_setState(me, STATE_WAIT, 2)
elseif entity_isState(me, STATE_WAIT) then
enableInput()
entity_setInvincible(v.n, false)
cam_toEntity(v.n)
entity_delete(me)
end
end
function damage(me, attacker, bone, damageType, dmg)
if entity_isState(me, STATE_TRANSITION) or v.takeDamage == false or entity_isState(me, STATE_TRANSITION2) or entity_isState(me, STATE_WAIT) then
return false
end
if entity_isState(me, STATE_CUTSCENE) or entity_isState(me, STATE_WAITFORCUTSCENE) then
return false
end
if damageType == DT_AVATAR_DUALFORMNAIJA then
v.hits = v.hits - dmg
bone_damageFlash(v.bone_head)
bone_damageFlash(v.bone_mask)
return false
end
if bone == v.bone_mask or bone == v.bone_head then
v.hits = v.hits - dmg
bone_damageFlash(bone)
--return true
if v.hits <= 0 then
entity_setState(me, STATE_TRANSITION)
end
end
return false
end
function animationKey(me, key)
if entity_isState(me, STATE_ATTACK1) and key == 3 then
local sx, sy = bone_getWorldPosition(v.bone_spawn)
--[[
local r = math.random(6)
local ent
if r == 1 then
ent = createEntity("Mutilus", "", sx, sy)
elseif r == 2 then
for i=1,3,1 do
ent = createEntity("EvilJelly", "", sx, sy)
end
elseif r == 3 then
ent = createEntity("AbyssOctopus", "", sx, sy)
elseif r == 4 then
ent = createEntity("AnglerFish", "", sx, sy)
elseif r == 5 then
ent = createEntity("SpiderCrab", "", sx, sy)
else
for i=1,3,1 do
ent = createEntity("Moneye", "", sx, sy)
end
end
]]--
local r = math.random(2)
local ent
if r == 1 then
ent = createEntity("Mutilus", "", sx, sy)
elseif r == 2 then
for i=1,3,1 do
ent = createEntity("EvilJelly", "", sx, sy)
end
end
local sx, sy = entity_getScale(ent)
entity_scale(ent, 0, 0)
entity_scale(ent, sx, sy, 0.5)
elseif entity_isState(me, STATE_TRANSITION) and key == 7 then
v.suck = true
playSfx("hellbeast-suck")
local nd = getNode("fallback")
entity_setPosition(v.n, node_x(nd), node_y(nd), 1)
end
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end