mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
315 lines
8.8 KiB
Lua
315 lines
8.8 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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-- ===============================================================================================
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-- SPORE CHILD
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-- ================================================================================================
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v.growth = 0
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v.growTime = 5
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v.growEmitter = 0
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v.seekEnemy = 0
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v.seekEnemyDelay = 1.5
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v.minSpeed = 450
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v.maxSpeed = 700
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v.backAway = 0
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v.backAwayTime = 0.75
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v.myType = 1
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v.flowerTimer = 0
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local STATE_MOVETOFLOWER = 1000
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local STATE_OPENFLOWER = 1001
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v.state2 = 0
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function init(me)
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setupBasicEntity(
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me,
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"SporeChildSeed", -- texture
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16, -- health
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2, -- manaballamount
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2, -- exp
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10, -- money
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16, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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64, -- sprite width
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64, -- sprite height
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1, -- particle "explosion" type, 0 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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-1, -- updateCull -1: disabled, default: 4000
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1
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)
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entity_initEmitter(me, v.growEmitter, "SporeSeedGrow")
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entity_setCollideRadius(me, 16)
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entity_setEntityType(me, ET_PET)
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entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
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entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
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entity_setDamageTarget(me, DT_AVATAR_VOMIT, false)
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entity_setDamageTarget(me, DT_AVATAR_SPORECHILD, false)
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entity_setState(me, STATE_SEED)
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v.seekEnemy = v.seekEnemyDelay
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end
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function songNote(me, note)
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if note == 0 or note == 1 then
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-- green
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v.myType = 1
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elseif note == 2 or note == 3 then
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-- blue
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v.myType = 2
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elseif note == 4 or note == 5 then
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-- red
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v.myType = 0
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elseif note == 6 or note == 7 then
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-- yellow
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v.myType = 3
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end
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end
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local function hatch(me)
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if v.myType == 0 then
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entity_setState(me, STATE_SK_RED)
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elseif v.myType == 1 then
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entity_setState(me, STATE_SK_GREEN)
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elseif v.myType == 2 then
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entity_setState(me, STATE_SK_BLUE)
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elseif v.myType == 3 then
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entity_setState(me, STATE_SK_YELLOW)
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end
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end
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local function isHatched(me)
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return (entity_isState(me, STATE_SK_RED) or entity_isState(me, STATE_SK_BLUE)
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or entity_isState(me, STATE_SK_GREEN) or entity_isState(me, STATE_SK_YELLOW))
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end
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function update(me, dt)
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registerSporeChildData(me)
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entity_handleShotCollisions(me)
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if isHatched(me) then
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entity_updateCurrents(me, dt)
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end
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entity_updateMovement(me, dt)
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if v.state2 == STATE_MOVETOFLOWER then
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if not entity_isFollowingPath(me) or entity_isEntityInRange(me, v.flower, 128) then
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v.state2 = STATE_OPENFLOWER
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entity_animate(me, "openFlower", LOOP_INF)
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entity_clearVel(me)
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entity_setTarget(me, v.flower)
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entity_stopFollowingPath(me)
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v.flowerTimer = 0
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end
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end
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if v.state2 == STATE_OPENFLOWER then
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if entity_isState(v.flower, STATE_OPENED) then
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v.state2 = 0
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v.flower = 0
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entity_animate(me, "idle", LOOP_INF)
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entity_setState(me, entity_getState(me))
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else
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v.flowerTimer = v.flowerTimer + dt
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if v.flowerTimer < 1 then
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entity_moveTowardsTarget(me, dt, 100)
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else
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entity_moveTowardsTarget(me, dt, -100)
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end
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if v.flowerTimer > 2 then
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v.flowerTimer = 0
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end
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end
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end
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if entity_isState(me, STATE_SEED) then
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local node = entity_getNearestNode(me, "GSPOT")
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if node ~= 0 then
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if node_isEntityIn(node, me) then
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if v.growing then
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v.growth = v.growth + dt
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if v.growth > v.growTime then
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hatch(me)
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end
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else
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v.growing = true
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entity_startEmitter(me, v.growEmitter)
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end
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else
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if v.growing then
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entity_stopEmitter(me, v.growEmitter)
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end
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v.growing = false
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end
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end
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--elseif entity_isState(me, STATE_HATCHEDYOUNG) then
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elseif isHatched(me) and v.state2==0 then
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if not entity_hasTarget(me) then
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local ent = entity_getNearestEntity(getNaija(), "SporeChildFlower")
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if ent ~= 0 then
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if entity_isEntityInRange(getNaija(), ent, 256) and entity_isState(ent, STATE_IDLE) then
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v.flower = ent
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v.state2 = STATE_MOVETOFLOWER
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entity_swimToPosition(me, entity_getPosition(v.flower))
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end
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end
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entity_findTarget(me, 800, ET_AVATAR)
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end
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if entity_hasTarget(me) then
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local ent = entity_getNearestEntity(getNaija(), "SporeChildFlower")
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if ent ~= 0 and entity_isEntityInRange(getNaija(), ent, 64) and entity_isState(ent, STATE_IDLE) then
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entity_setTarget(me, 0)
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else
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if entity_getHealth(entity_getTarget(me)) < 1 then
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entity_setTarget(me, 0)
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else
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local target = entity_getTarget(me)
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if entity_getEntityType(target)==ET_ENEMY then
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v.seekEnemy = 0
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entity_rotateToVel(me, 0)
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entity_setMaxSpeedLerp(me, 1.0, 0.1)
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if v.backAway > 0 then
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v.backAway = v.backAway - dt
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entity_moveTowardsTarget(me, dt, -2000)
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if v.backAway < 0 then
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v.backAway = 0
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entity_setMaxSpeedLerp(me, 1.0, 0.2)
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end
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else
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entity_moveTowardsTarget(me, dt, 2000)
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end
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entity_doCollisionAvoidance(me, dt, 2, 0.5)
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if entity_isEntityInRange(me, target, 32 + entity_getCollideRadius(target)) then
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entity_damage(target, me, 1, DT_AVATAR_SPORECHILD)
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v.backAway = v.backAwayTime
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entity_moveTowardsTarget(me, 1, -2000)
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--entity_setMaxSpeedLerp(me, 0.01, 0.01)
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--entity_setTarget(me, 0)
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elseif not entity_isTargetInRange(me, 1500) then
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entity_setTarget(me, 0)
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end
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entity_doEntityAvoidance(me, dt, 4, 1)
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else
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if entity_isTargetInRange(me, 220) then
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entity_rotate(me, 0, 1.0)
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else
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entity_rotateToVel(me, 0.5)
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end
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-- if moving to naija
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if entity_isEntityInRange(me, target, 200) then
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if entity_isEntityInRange(me, target, 96) then
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entity_moveTowardsTarget(me, dt, -100)
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else
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entity_moveTowardsTarget(me, dt, 1000)
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end
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entity_setMaxSpeedLerp(me, 0.2, 1.0)
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else
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entity_moveTowardsTarget(me, dt, 1500)
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entity_setMaxSpeedLerp(me, 1.4, 0.1)
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end
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entity_doCollisionAvoidance(me, dt, 3, 0.5)
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entity_doEntityAvoidance(me, dt, 32, 0.1)
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end
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end
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end
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end
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v.seekEnemy = v.seekEnemy - dt
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if v.seekEnemy < 0 then
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if entity_isEntityInRange(me, getNaija(), 1000) then
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if not entity_isEntityInRange(me, getNaija(), 500) then
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entity_setMaxSpeedLerp(me, 2.0, 0.2)
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else
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entity_setMaxSpeedLerp(me, 1.0, 0.2)
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end
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--if entity_isState(me, STATE_SK_GREEN) then
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entity_findTarget(me, 2000, ET_ENEMY)
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local ent = entity_getTarget(me)
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if ent ~=0 then
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if not entity_isDamageTarget(ent, DT_AVATAR_SPORECHILD) then
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entity_setTarget(me, 0)
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entity_setMaxSpeed(me, v.minSpeed)
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else
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entity_setMaxSpeed(me, v.maxSpeed)
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entity_setMaxSpeedLerp(me, 1.2, 0.1)
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end
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end
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--end
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else
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entity_setTarget(me, getNaija())
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entity_setMaxSpeed(me, v.minSpeed)
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end
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v.seekEnemy = v.seekEnemyDelay
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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 enterState(me)
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if entity_isState(me, STATE_SEED) then
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v.growth = 0
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entity_setProperty(me, EP_MOVABLE, true)
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entity_setWeight(me, 200)
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elseif isHatched(me) then
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entity_setMaxSpeed(me, v.minSpeed)
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--entity_setColor(me, 1, 0, 0, 0.5)
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entity_setProperty(me, EP_MOVABLE, false)
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entity_setWeight(me, 0)
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if entity_isState(me, STATE_SK_RED) then
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entity_initSkeletal(me, "SK-Red")
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elseif entity_isState(me, STATE_SK_GREEN) then
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entity_initSkeletal(me, "SK-Green")
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elseif entity_isState(me, STATE_SK_BLUE) then
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entity_initSkeletal(me, "SK-Blue")
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elseif entity_isState(me, STATE_SK_YELLOW) then
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entity_initSkeletal(me, "SK-Yellow")
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end
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entity_scale(me, 0.7, 0.7)
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entity_animate(me, "idle", LOOP_INF)
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elseif entity_isState(me, STATE_IDLE) then
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entity_setProperty(me, EP_MOVABLE, false)
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entity_setWeight(me, 0)
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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 damageType == DT_AVATAR_ENERGYBLAST then
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return false
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end
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return true
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end
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function exitState(me)
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if entity_isState(me, STATE_SEED) then
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entity_stopEmitter(me, v.growEmitter)
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end
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end
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