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Aquaria/game_scripts/scripts/entities/jellyzap.lua

304 lines
8.8 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
-- ================================================================================================
-- Z A P J E L L Y (beta)
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.blupTimer = 0
v.dirTimer = 0
v.blupTime = 3.0
v.sz = 1.0
v.dir = 0
local MOVE_STATE_UP = 0
local MOVE_STATE_DOWN = 1
v.moveState = 0
v.moveTimer = 0
v.velx = 0
v.soundDelay = 0
-- JellyZap-specific
v.ent_friendJelly = 0
v.zapRange = 842
v.stopTimer = 0
v.zapFreezeTime = 0.87
v.preZapTime = 0.34
-- ================================================================================================
-- S T A T E S
-- ================================================================================================
local STATE_ZAP = 1001
local STATE_PRE_ZAP = 1002
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
local function doIdleScale(me)
entity_scale(me, 1.0*v.sz, 0.75*v.sz, v.blupTime, -1, 1, 1)
end
function init(me)
v.zapTimer = 3.21 + (math.random(321) * 0.01)
setupBasicEntity(
me,
"JellyZap/Head", -- texture
32, -- health
0, -- manaballamount
2, -- exp
10, -- money
32, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, 0 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
2000, -- updateCull -1: disabled, default: 4000
1
)
entity_setEntityType(me, ET_ENEMY)
entity_setDeathParticleEffect(me, "Explode")
entity_initSkeletal(me, "JellyZap")
v.bone_glow = entity_getBoneByName(me, "Glow")
v.bone_head = entity_getBoneByName(me, "Head")
v.bone_bulb = entity_getBoneByName(me, "Bulb")
bone_alpha(v.bone_head, 0.73, 5.4, -1, 1, 1)
bone_alpha(v.bone_glow, 0, 3.2, -1, 1, 1)
bone_scale(v.bone_bulb, 1.2, 1.2, 2.1, -1, 1, 1)
entity_initHair(me, 40, 5, 36, "JellyZap/FrontArms")
entity_setState(me, STATE_IDLE)
entity_scale(me, 0.75*v.sz, 1*v.sz)
doIdleScale(me)
entity_exertHairForce(me, 0, 400, 1)
entity_setDamageTarget(me, DT_ENEMY_SHOCK, false)
entity_setDamageTarget(me, DT_ENEMY_ENERGYBLAST, false)
esetv(me, EV_ENTITYDIED, 1)
end
function entityDied(me, ent)
if v.ent_friendJelly == ent then
v.ent_friendJelly = 0
entity_setState(me, STATE_IDLE)
end
end
function msg(me, msg)
if msg == "PREPARE THYSELF" then
v.stopTimer = v.preZapTime + 1
v.zapTimer = v.zapTimer + 1
entity_clearVel(me)
spawnParticleEffect("JellyZapPreZap", entity_x(me), entity_y(me))
elseif msg == "FREEZE" then
v.stopTimer = v.zapFreezeTime
v.zapTimer = 14
entity_setState(me, STATE_IDLE)
entity_clearVel(me)
end
end
function update(me, dt)
-- FIND NEARBY JELLY, ZAP AT HIM
v.zapTimer = v.zapTimer - dt
if v.zapTimer <= 0 then
if v.ent_friendJelly == 0 or not entity_isEntityInRange(me, v.ent_friendJelly, v.zapRange) then
v.ent_friendJelly = entity_getNearestEntity(me, "JellyZap", v.zapRange)
v.zapTimer = 0
elseif not entity_isEntityInRange(me, v.ent_friendJelly, v.zapRange/2) then
v.zapTimer = 3.21 + (math.random(321) * 0.01) + v.zapFreezeTime
if v.ent_friendJelly ~= 0 then
v.stopTimer = v.preZapTime + 1
entity_setState(me, STATE_PRE_ZAP, v.preZapTime)
entity_msg(v.ent_friendJelly, "PREPARE THYSELF", me)
end
end
end
-- -- --
dt = dt * 1.5
if true then
if avatar_isBursting() or entity_getRiding(getNaija())~=0 then
local e = entity_getRiding(getNaija())
if entity_touchAvatarDamage(me, 32, 0, 400) then
if e~=0 then
local x,y = entity_getVectorToEntity(me, e)
x,y = vector_setLength(x, y, 500)
entity_addVel(e, x, y)
end
local len = 500
local x,y = entity_getVectorToEntity(getNaija(), me)
x,y = vector_setLength(x, y, len)
entity_push(me, x, y, 0.2, len, 0)
entity_sound(me, "JellyBlup", 800)
end
else
if entity_touchAvatarDamage(me, 32, 0, 1000) then
entity_sound(me, "JellyBlup", 800)
end
end
end
entity_handleShotCollisions(me)
-- Quick HACK to handle getting bumped out of the water. --achurch
if not entity_isUnderWater(me) then
v.moveState = MOVE_STATE_DOWN
v.moveTimer = 5 + math.random(200)/100.0 + math.random(3)
entity_setMaxSpeed(me, 500)
entity_setMaxSpeedLerp(me, 1, 0)
entity_addVel(me, 0, 500*dt)
entity_updateMovement(me, dt)
entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
entity_updateHair(me, dt)
return
elseif not entity_isState(me, STATE_PUSH) then
entity_setMaxSpeed(me, 50)
end
v.moveTimer = v.moveTimer - dt
if v.moveTimer < 0 then
if v.moveState == MOVE_STATE_DOWN then
v.moveState = MOVE_STATE_UP
entity_setMaxSpeedLerp(me, 1.5, 0.2)
entity_scale(me, 0.75, 1, 1, 1, 1)
v.moveTimer = 3 + math.random(200)/100.0
entity_sound(me, "JellyBlup")
elseif v.moveState == MOVE_STATE_UP then
v.velx = math.random(400)+100
if math.random(2) == 1 then
v.velx = -v.velx
end
v.moveState = MOVE_STATE_DOWN
doIdleScale(me)
entity_setMaxSpeedLerp(me, 1, 1)
v.moveTimer = 5 + math.random(200)/100.0 + math.random(3)
end
end
if v.moveState == MOVE_STATE_UP then
entity_addVel(me, v.velx*dt, -600*dt)
entity_rotateToVel(me, 1)
elseif v.moveState == MOVE_STATE_DOWN then
entity_addVel(me, 0, 50*dt)
entity_rotateTo(me, 0, 3)
entity_exertHairForce(me, 0, 200, dt*0.6, -1)
end
entity_doEntityAvoidance(me, dt, 321, 3.21)
entity_doCollisionAvoidance(me, dt, 10, 1.23)
-- FREEZE JELLY WHEN ZAPPING (OR RECEIVING ZAP)
if v.stopTimer > 0 then
v.stopTimer = v.stopTimer - dt
entity_exertHairForce(me, 0, 123, dt, -1)
entity_rotateTo(me, 0, 0.23)
elseif v.stopTimer <= 0 then
v.stopTimer = 0
entity_updateMovement(me, dt)
end
entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
entity_updateHair(me, dt)
end
function hitSurface(me)
end
function enterState(me)
if entity_getState(me) == STATE_IDLE then
entity_setMaxSpeed(me, 50)
entity_animate(me, "idle", LOOP_INF)
v.ent_friendJelly = entity_getNearestEntity(me, "JellyZap", v.zapRange)
elseif entity_getState(me) == STATE_ZAP then
v.stopTimer = v.zapFreezeTime
entity_clearVel(me)
if v.ent_friendJelly ~= 0 then
entity_sound(me, "EnergyOrbCharge")
--entity_sound(me, "FizzleBarrier")
local meX, meY = entity_getPosition(me)
local fX, fY = entity_getPosition(v.ent_friendJelly)
local vecX = (fX - meX)
local vecY = (fY - meY)
-- ZAP ATTACK
local zapAmount = 24
for i=0,zapAmount do
local s = createShot("JellyZapAttack", me, 0, entity_x(me) + ((vecX/zapAmount)*i), entity_y(me) + ((vecY/zapAmount)*i))
spawnParticleEffect("JellyZapFx", entity_x(me) + ((vecX/zapAmount)*i), entity_y(me) + ((vecY/zapAmount)*i))
end
spawnParticleEffect("JellyZapPreZap", entity_x(me), entity_y(me))
spawnParticleEffect("JellyZapPreZap", entity_x(me) + vecX, entity_y(me) + vecY)
end
elseif entity_getState(me) == STATE_PRE_ZAP then
entity_clearVel(me)
spawnParticleEffect("JellyZapPreZap", entity_x(me), entity_y(me))
end
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_AVATAR_DUALFORMNAIJA then
entity_changeHealth(me, -500)
end
return true
end
function exitState(me)
if entity_getState(me) == STATE_ZAP then
entity_touchAvatarDamage(me, 170, 1, 800)
elseif entity_getState(me) == STATE_PRE_ZAP then
entity_setState(me, STATE_ZAP, v.zapFreezeTime)
entity_msg(v.ent_friendJelly, "FREEZE", me)
end
end
function songNoteDone(me, note)
-- INSTA-KILL LOL
-- v.ent_friendJelly = getNaija()
-- entity_setState(me, STATE_PRE_ZAP, v.preZapTime)
end