mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
240 lines
5.6 KiB
Lua
240 lines
5.6 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.attackDelay = 0
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v.attacked = 0
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v.aggro = 0
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "Swordfish")
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entity_generateCollisionMask(me)
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entity_setState(me, STATE_IDLE)
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entity_setCanLeaveWater(me, true)
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entity_setCollideRadius(me, 128)
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entity_setUpdateCull(me, 4000)
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entity_setDeathParticleEffect(me, "TinyBlueExplode")
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entity_setCullRadius(me, 256)
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entity_setHealth(me, 12)
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loadSound("swordfish-attack")
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loadSound("swordfish-die")
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entity_setDeathSound(me, "swordfish-die")
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end
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function postInit(me)
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v.n = getNaija()
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---entity_setTarget(me, v.n)
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end
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v.t = 0
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local function rotflip(me)
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entity_flipToVel(me)
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if entity_isfh(me) then
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entity_rotateToVel(me, v.t, -90)
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else
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entity_rotateToVel(me, v.t, 90)
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end
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end
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function update(me, dt)
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if not isForm(FORM_FISH) then
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v.aggro = 1
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end
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if v.attacked > 0 then
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v.attacked = v.attacked - dt
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if v.attacked < 0 then
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v.attacked = 0
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end
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end
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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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entity_damage(v.n, me, 1)
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local x, y = entity_getVectorToEntity(me, v.n)
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entity_addVel(v.n, x*500, y*500)
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end
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if entity_isState(me, STATE_ATTACK) then
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if entity_isEntityInRange(me, v.n, 800) then
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entity_moveTowardsTarget(me, dt, 800)
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end
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end
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if entity_isState(me, STATE_CHARGE1) then
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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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entity_moveTowardsTarget(me, dt, 100)
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if entity_isUnderWater(me) then
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if v.attacked > 0 or entity_isEntityInRange(me, v.n, 512) then
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v.attackDelay = v.attackDelay - dt
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if v.attackDelay <= 0
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and v.aggro == 1 then
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--[[
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entity_moveTowardsTarget(me, 1, 1000)
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entity_flipToEntity(me, v.n)
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rotflip(me)
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entity_clearVel(me)
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]]--
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entity_moveTowardsTarget(me, 1, -100)
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entity_setState(me, STATE_CHARGE1)
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--[[
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x, y = entity_getNormal(me)
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sw = x
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x = -y
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y = sw
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len = -1000
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x = x * len
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y = y * len
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if entity_collideCircleVsLine(v.n, entity_x(me), entity_y(me), entity_x(me)+x, entity_y(me)+y, 128) then
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entity_setState(me, STATE_CHARGE1)
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end
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]]--
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end
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end
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end
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entity_doCollisionAvoidance(me, dt, 8, 0.1)
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entity_doCollisionAvoidance(me, dt, 4, 0.5)
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entity_doEntityAvoidance(me, dt, 32, 0.2)
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--entity_doSpellAvoidance(me, dt, 256, 0.2)
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--entity_doSpellAvoidance(me, dt, 128, 0.8)
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entity_findTarget(me, 2500)
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else
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entity_findTarget(me, 1000)
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end
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end
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if not entity_isState(me, STATE_CHARGE1) then
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rotflip(me)
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end
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if entity_isState(me, STATE_CHARGE1) then
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local vx = entity_velx(me)
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local vy = entity_vely(me)
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entity_clearVel(me)
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entity_moveTowardsTarget(me, 1, 1000)
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rotflip(me)
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entity_clearVel(me)
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entity_addVel(me, vx, vy)
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end
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--entity_flipToVel(me)
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entity_updateMovement(me, dt)
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if entity_checkSplash(me) then
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if not entity_isUnderWater(me) then
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entity_setMaxSpeedLerp(me, 4)
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if entity_velx(me) < 0 then
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entity_addVel(me, -300, -500)
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else
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entity_addVel(me, 300, -500)
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end
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entity_setWeight(me, 650)
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else
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--entity_setCanLeaveWater(me, false)
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entity_setWeight(me, 0)
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end
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end
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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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elseif entity_isState(me, STATE_CHARGE1) then
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entity_sound(me, "swordfish-attack")
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entity_moveTowardsTarget(me, 1, -1000)
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--entity_flipToEntity(me, v.n)
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entity_setMaxSpeedLerp(me, 0.75)
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entity_setMaxSpeedLerp(me, 0.5, 0.2)
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entity_setStateTime(me, entity_animate(me, "attackPrep"))
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entity_doGlint(me, "Glint", BLEND_ADD)
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--entity_fv(me)
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elseif entity_isState(me, STATE_ATTACK) then
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--entity_fv(me)
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entity_setMaxSpeedLerp(me, 4)
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entity_setStateTime(me, entity_animate(me, "attack"))
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local x, y = entity_getNormal(me)
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local sw = x
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x = -y
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y = sw
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local spd = 3000
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entity_moveTowardsTarget(me, 1, spd)
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rotflip(me)
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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_CHARGE1) then
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entity_setState(me, STATE_ATTACK)
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elseif entity_isState(me, STATE_ATTACK) then
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v.attackDelay = math.random(3)+2
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entity_setState(me, STATE_IDLE)
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entity_setMaxSpeedLerp(me, 1, 1)
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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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v.attackDelay = v.attackDelay - dmg * 2
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v.attacked = 1
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v.aggro = 1
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return true
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end
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function animationKey(me, key)
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end
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function hitSurface(me)
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end
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function songNote(me, note)
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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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function activate(me)
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end
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function dieNormal(me)
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if chance(50) then
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spawnIngredient("SwordfishSteak", entity_x(me), entity_y(me))
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else
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spawnIngredient("FishMeat", entity_x(me), entity_y(me))
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end
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end
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