mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
500 lines
12 KiB
Lua
500 lines
12 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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-- entity specific
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local STATE_SUCK = 1001
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local STATE_BLOW = 1002
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v.started = false
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v.chaseDelay = 0
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v.suckDelay = 0
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v.full = false
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v.wasUnderWater = false
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v.outOfWaterSpeed = 1000
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v.n = 0
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v.door = 0
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v.enter = 0
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v.maxy = 0
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v.biteDelay = 0
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v.gruntDelay = 0
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v.suckTime = 6 --3
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v.blowTime = 4 --2
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v.fireDelayTime = 0.9
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v.fireDelay = 4
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v.mainHealth = 280
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v.rageHealth = 200
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-- NOTE: rage health is not a separate bar, its just a marker of where rage starts
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-- stuff.
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--[[
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v.mainHealth = 380
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v.rageHealth = 200
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]]--
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v.waterLevelMin = 0
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v.waterLevelMax = 0
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v.a = 0
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v.rage = false
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function init(me)
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--140
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setupBasicEntity(me,
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"", -- texture
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v.mainHealth, -- health
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1, -- manaballamount
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2, -- exp
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1, -- money
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32, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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256, -- sprite width
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256, -- sprite height
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0, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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5000 -- updateCull -1: disabled, default: 4000
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)
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entity_flipVertical(me) -- fix the head orientation
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if entity_isFlag(me, 0) then
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entity_initSegments(me,
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5, -- num segments
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32, -- minDist
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64, -- maxDist
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"SunWorm/Body1", -- body tex
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"SunWorm/Body5", -- tail tex
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256, -- width
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256, -- height
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0, -- taper
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0 -- reverse segment direction
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)
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entity_setSegmentTexture(me, 1, "SunWorm/Body2")
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entity_setSegmentTexture(me, 2, "SunWorm/Body3")
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entity_setSegmentTexture(me, 3, "SunWorm/Body4")
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entity_initSkeletal(me, "SunWorm")
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entity_animate(me, "idle", LOOP_INF)
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end
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entity_setCanLeaveWater(me, true)
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v.wasUnderWater = entity_isUnderWater(me)
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entity_setTargetRange(me, 1024)
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entity_setDeathScene(me, true)
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loadSound("waterlevelchange")
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loadSound("sunworm-bite")
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loadSound("sunworm-grunt")
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loadSound("sunworm-roar")
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loadSound("BossDieSmall")
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loadSound("BossDieBig")
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loadSound("hellbeast-shot-skull")
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--entity_flipVertical(me)
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esetv(me, EV_WEBSLOW, 80)
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end
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function postInit(me)
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v.n = getNaija()
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v.enter = getNode("NAIJAENTER")
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v.door = entity_getNearestEntity(me, "EnergyDoor")
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entity_setState(v.door, STATE_OPENED)
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if not entity_isFlag(me, 0) then
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entity_alpha(me, 0)
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entity_delete(me)
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else
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--setCanWarp(false)
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end
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local node = getNode("SUNWORMMAX")
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v.maxy = node_y(node)
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v.waterLevelMin = getNode("sunwormwaterlevelmin")
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v.waterLevelMax = getNode("sunwormwaterlevelmax")
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if entity_isFlag(me, 1) then
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setControlHint(getStringBank(41), 0, 0, 0, 10, "", SONG_SUNFORM)
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voice("Naija_Song_SunForm")
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entity_setFlag(me, 2)
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end
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end
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function update(me, dt)
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local odt = dt
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if v.rage then
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dt = dt * 1.3
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end
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if v.started then
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if entity_isUnderWater(me) ~= v.wasUnderWater and not entity_isState(me, STATE_SUCK) then
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v.wasUnderWater = entity_isUnderWater(me)
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spawnParticleEffect("Splash", entity_x(me), entity_y(me))
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if not entity_isUnderWater(me) then
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--//entity_setMaxSpeed(me, v.outOfWaterSpeed)
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entity_setMaxSpeedLerp(me, 2, 0.1)
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entity_addVel(me, 0, -800)
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else
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entity_setMaxSpeedLerp(me, 1, 0.8)
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end
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end
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entity_handleShotCollisions(me)
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if entity_hasTarget(me) then
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if entity_isTargetInRange(me, 138) then
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if avatar_isOnWall() then
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shakeCamera(2, 2)
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avatar_fallOffWall()
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end
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end
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if entity_isTargetInRange(me, 96) then
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entity_hurtTarget(me, 1)
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entity_pushTarget(me, 400)
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avatar_fallOffWall()
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end
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end
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if v.chaseDelay > 0 then
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v.chaseDelay = v.chaseDelay - dt
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if v.chaseDelay < 0 then
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v.chaseDelay = 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_IDLE) then
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v.biteDelay = v.biteDelay + dt
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if v.biteDelay > 0.6 then
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local dist = entity_getDistanceToEntity(me, v.n)
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dist = 1 - (dist / 1024)
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if dist < 0.01 then dist = 0.01 end
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if dist > 1 then dist = 1 end
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playSfx("sunworm-bite", 0, dist)
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v.biteDelay = 0
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end
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v.gruntDelay = v.gruntDelay + dt
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if v.gruntDelay > 2 then
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local dist = entity_getDistanceToEntity(me, v.n)
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dist = 1 - (dist / 1024)
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if dist < 0.01 then dist = 0.01 end
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if dist > 1 then dist = 1 end
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playSfx("sunworm-grunt", 0, dist)
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spawnParticleEffect("bubble-release", entity_x(me), entity_y(me))
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v.gruntDelay = 0
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end
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end
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if entity_getState(me)==STATE_IDLE or entity_isState(me, STATE_BLOW) then
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if not v.started then
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if not entity_hasTarget(me) then
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--entity_findTarget(me, 2000)
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--if not v.started then
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if node_isEntityIn(v.enter, v.n) then
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v.started = true
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playSfx("sunworm-roar")
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shakeCamera(10, 2)
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entity_setTarget(me, v.n)
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entity_setState(v.door, STATE_CLOSE)
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playMusic("bigboss")
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emote(EMOTE_NAIJAUGH)
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end
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end
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else
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overrideZoom(0.3, 1)
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--if v.chaseDelay==0 then
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if not entity_isUnderWater(me) then
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entity_setMaxSpeed(me, v.outOfWaterSpeed)
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entity_addVel(me, -2000*dt)
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end
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if entity_isUnderWater(me) then
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if entity_isState(me, STATE_IDLE) then
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entity_setMaxSpeed(me, 400)
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entity_moveTowardsTarget(me, dt, 1000)
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--[[
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if not entity_isTargetInRange(me, 512) then
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entity_moveTowardsTarget(me, dt, 1000)
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elseif not entity_isTargetInRange(me, 128) then
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if entity_x(entity_getTarget(me)) > entity_x(me) then
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entity_addVel(me, 1000*dt, 0)
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else
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entity_addVel(me, -1000*dt, 0)
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end
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end
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]]--
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--[[
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if entity_isTargetInRange(me, 1000) then
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entity_setMaxSpeed(me, 380)
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entity_moveTowardsTarget(me, dt, 1000)
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else
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entity_setMaxSpeed(me, 200)
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end
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]]--
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end
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entity_doEntityAvoidance(me, dt, 200, 0.1)
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if entity_getHealth(me) < 4 then
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entity_doSpellAvoidance(me, dt, 64, 0.5);
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end
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end
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--entity_moveTowardsTarget(me, dt, 100)
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--end
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end
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end
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if entity_isUnderWater(me) then
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entity_doCollisionAvoidance(me, dt, 5, 1)
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else
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entity_doCollisionAvoidance(me, dt, 20, 0.2)
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end
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entity_updateMovement(me, dt)
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entity_rotateToVel(me, 0.1)
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if v.started then
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if v.rage then
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local mult = 1
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if entity_getHealth(me) < 75 then
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mult = 1.5
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elseif entity_getHealth(me) < 50 then
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mult = 2.0
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elseif entity_getHealth(me) < 35 then
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mult = 10
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elseif entity_getHealth(me) < 20 then
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mult = 20
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end
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v.fireDelay = v.fireDelay - dt * mult
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if v.fireDelay < 0 then
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v.fireDelay = 0
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v.fireDelay = v.fireDelayTime
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local s = createShot("sunworm", me, v.n)
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shot_setAimVector(s, math.sin(v.a), math.cos(v.a))
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v.a = v.a + 3.14*0.25
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end
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end
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if entity_isState(me, STATE_SUCK) then
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if not entity_isUnderWater(me) then
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--entity_setState(me, STATE_IDLE)
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entity_setPosition(me, entity_x(me), getWaterLevel() + entity_getCollideRadius(me) + 1)
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entity_addVel(me, 0, 10)
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else
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setWaterLevel(getWaterLevel() + 100*dt)
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if (entity_y(me) - entity_getCollideRadius(me) < getWaterLevel()) then
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entity_setPosition(me, entity_x(me), getWaterLevel() + entity_getCollideRadius(me) + 1)
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entity_addVel(me, 0, 10)
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end
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if getWaterLevel() > node_y(v.waterLevelMax) then
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setWaterLevel(node_y(v.waterLevelMax))
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end
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entity_pullEntities(me, entity_x(me), entity_y(me), 2000, 1600, odt) -- 1700
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end
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end
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if entity_isState(me, STATE_BLOW) then
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if not entity_isUnderWater(me) then
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entity_setPosition(me, entity_x(me), getWaterLevel()+2)
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entity_addVel(me, 0, 10)
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end
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setWaterLevel(getWaterLevel() - 120*dt)
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if getWaterLevel() < node_y(v.waterLevelMin) then
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setWaterLevel(node_y(v.waterLevelMin))
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end
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entity_pullEntities(me, entity_x(me), entity_y(me), 2000, -1600, odt) -- 1700
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end
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if not entity_isUnderWater(me) then
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else
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if entity_isState(me, STATE_IDLE) and not v.full and entity_isUnderWater(me) then
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v.suckDelay = v.suckDelay + dt
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if v.suckDelay > 8 then
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v.suckDelay = 0
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entity_setState(me, STATE_SUCK, v.suckTime)
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end
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end
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end
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if v.full then
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v.suckDelay = v.suckDelay + dt
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if v.suckDelay > 10 then
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if entity_isUnderWater(me) then
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v.suckDelay = 0
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entity_setState(me, STATE_BLOW, v.blowTime)
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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_y(me) < v.maxy then
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entity_setPosition(me, entity_x(me), v.maxy)
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local vx = entity_velx(me)
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local vy = entity_vely(me)
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if vy < 0 then
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vy = -vy
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end
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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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end
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v.inCutScene = false
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function enterState(me)
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if entity_getState(me)==STATE_IDLE then
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entity_setCanLeaveWater(me, true)
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entity_animate(me, "idle", LOOP_INF)
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elseif entity_isState(me, STATE_BLOW) then
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playSfx("waterlevelchange")
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entity_animate(me, "blow", LOOP_INF)
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avatar_fallOffWall()
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elseif entity_isState(me, STATE_SUCK) then
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entity_setCanLeaveWater(me, false)
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playSfx("waterlevelchange")
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entity_animate(me, "suck", LOOP_INF)
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avatar_fallOffWall()
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elseif entity_isState(me, STATE_DEATHSCENE) then
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if not v.inCutScene then
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v.inCutScene = true
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entity_setStateTime(me, 99)
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entity_offset(me, -10, 0)
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entity_offset(me, 10, 0, 0.01, -1, 1)
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shakeCamera(20, 5)
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cam_toEntity(me)
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for i=1,5 do
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playSfx("BossDieSmall")
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fade(1, 0.2, 1, 1, 1)
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watch(0.2)
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fade(0, 0.2, 1, 1, 1)
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watch(0.2)
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end
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playSfx("sunworm-roar")
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watch(0.7)
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playSfx("BossDieSmall")
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fade(1, 0.2, 1, 1, 1)
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watch(0.2)
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fade(0, 0.5, 1, 1, 1)
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watch(0.5)
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playSfx("BossDieBig")
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playSfx("sunworm-roar")
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entity_offset(me, -20, 0)
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entity_offset(me, 20, 0, 0.01, -1, 1)
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fade(1, 1, 1, 1, 1)
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watch(1.2)
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entity_alpha(me, 0, 1)
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entity_setPosition(me, 0, 0)
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fade(0, 0.5, 1, 1, 1)
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setSceneColor(1, 1, 1, 3)
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cam_toEntity(getNaija())
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fadeOutMusic(8)
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if not isForm(FORM_NORMAL) then
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changeForm(FORM_NORMAL)
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end
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entity_setState(v.door, STATE_OPEN)
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-- this'll get set by SUNWORMCAVEBRAIN:
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--setWaterLevel(node_y(getNode("ENDWATERLEVEL")), 3)
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setFlag(FLAG_BOSS_SUNWORM, 1)
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entity_setFlag(me, 1)
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entity_idle(v.n)
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watch(2)
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pickupGem("Boss-SunWorm")
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entity_idle(v.n)
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overrideZoom(1, 3)
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watch(3)
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emote(EMOTE_NAIJAUGH)
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entity_animate(v.n, "agony", -1)
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watch(3)
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fade2(1, 1, 1, 1, 1)
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watch(1)
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entity_setFlag(me, 1)
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loadMap("SunVision")
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--[[
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showImage("Visions/Veil/00")
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voice("Naija_Vision_SunTemple")
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watchForVoice()
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hideImage()
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learnSong(SONG_SUNFORM)
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watch(1)
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entity_idle(v.n)
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changeForm(FORM_SUN)
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voice("Naija_Song_SunForm")
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v.inCutScene = true
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]]--
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v.inCutScene = false
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end
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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_SUCK) then
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v.full = true
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_BLOW) then
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v.full = false
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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 v.started and entity_getHealth(me) < v.rageHealth and not v.rage then
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v.rage = true
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--entity_setColor(me, 1, 0.5, 0.6, 1)
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playSfx("sunworm-roar")
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shakeCamera(10, 3)
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fade2(1, 0, 1, 1, 1)
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fade2(0, 1, 1, 1, 1)
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setSceneColor(1, 0.6, 0.7, 4)
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playMusic("sunworm")
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local node = getNode("boss2ndwaterlevel")
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setWaterLevel(node_y(node), 0.1)
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end
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if damageType == DT_AVATAR_VINE then
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entity_changeHealth(me, -0.5)
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end
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if v.rage == true and damageType == DT_AVATAR_LIZAP then
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return false
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end
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return v.started
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end
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function hitSurface(me)
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end
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