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Aquaria/files/scripts/entities/energyboss.lua

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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
-- ================================================================================================
-- Energy Boss
-- ================================================================================================
local STATE_MOVING = 1001
local STATE_MOVEBACK = 1002
local STATE_SHOCKED = 1003
local STATE_FIRE = 1004
local STATE_HITBARRIER = 1005
local STATE_MOVEBACKFROMBARRIER = 1006
local STATE_COLLAPSE = 1007
local STATE_COLLAPSED = 1100
local ATTACK_UP = 1
local ATTACK_DOWN = 2
local ATTACK_BITE = 3
v.attacks = 0
v.attack = 0
v.awoken = false
v.attackDelay = 0
v.naija = 0
v.maxMove = 0
v.maxMove2 = 0
v.minMove = 0
v.pushBackHits = 0
v.maxPushBackHits = 6
v.moveDelay = 0
v.fireDelay = 0
v.fireBit = 0
v.shotsFired = 0
v.barrier = 0
v.maxHits = 3
v.hits = v.maxHits
v.endTextDelay = 0
v.playedMusic = false
v.dead = false
v.orb = 0
v.bone_jaw = 0
v.bone_claw = 0
v.bone_head = 0
v.bone_body = 0
function damage(me, attacker, bone, damageType, dmg)
bone_damageFlash(bone, 1)
if entity_x(me) > node_x(v.minMove)+50 and not entity_isState(me, STATE_MOVEBACK) and not entity_isState(me, STATE_HITBARRIER) and not entity_isState(me, STATE_MOVEBACKFROMBARRIER) and not entity_isState(me, STATE_COLLAPSE) then
v.pushBackHits = v.pushBackHits + dmg
if v.pushBackHits >= v.maxPushBackHits then
v.pushBackHits = 0
entity_setState(me, STATE_MOVEBACK)
end
end
return false
end
function init(me)
setupBasicEntity(
me,
"", -- texture
30, -- health
1, -- manaballamount
1, -- exp
1, -- money
0, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
90, -- sprite width
90, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
6000, -- updateCull -1: disabled, default: 4000
0
)
entity_initSkeletal(me, "EnergyBoss")
entity_setState(me, STATE_IDLE)
entity_setCull(me, false)
entity_setName(me, "EnergyBoss")
--entity_flipHorizontal(me)
entity_scale(me, 1.5, 1.5)
entity_setWeight(me, 800)
entity_setMaxSpeed(me, 2000)
entity_generateCollisionMask(me)
v.bone_jaw = entity_getBoneByName(me, "Jaw")
v.bone_claw = entity_getBoneByName(me, "Claw")
v.bone_head = entity_getBoneByName(me, "Head")
v.bone_body = entity_getBoneByName(me, "Body")
v.maxMove = getNode("ENERGYBOSSMAXMOVE")
v.maxMove2 = getNode("ENERGYBOSSMAXMOVE2")
v.minMove = getNode("ENERGYBOSSMINMOVE")
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
v.naija = getNaija()
loadSound("EnergyBoss-Attack")
loadSound("EnergyBoss-Die")
loadSound("EnergyBoss-Hurt")
loadSound("BossDieSmall")
end
function postInit(me)
if not entity_isState(me, STATE_COLLAPSE) then
if getFlag(FLAG_ENERGYBOSSDEAD)>0 and not entity_isState(me, STATE_COLLAPSED) then
entity_setPosition(me, node_x(v.maxMove2), entity_y(me))
entity_setState(me, STATE_COLLAPSED)
v.dead = true
return
end
end
v.orb = getEntityByID(4)
v.holder = getEntityByID(3)
v.barrier = getEntityByID(5)
end
function update(me, dt)
--[[
if entity_isState(me, STATE_COLLAPSED) then
if getFlag(FLAG_ENERGYBOSSDEAD)>0 then
fadeOutMusic(0.5)
end
end
]]--
if entity_isState(me, STATE_COLLAPSE) then
if v.endTextDelay > 0 then
v.endTextDelay = v.endTextDelay - dt
if v.endTextDelay < 0 then
v.endTextDelay = 0
cam_toEntity(v.naija)
changeForm(FORM_NORMAL)
setInvincible(true)
entity_idle(v.naija)
entity_animate(v.naija, "agony", -1)
entity_flipToEntity(v.naija, me)
--voiceOnce("Naija_EnergyBossOver")
voice("Naija_Vision_EnergyBoss1")
--entity_idle(v.naija)
entity_idle(v.naija)
entity_animate(v.naija, "agony", -1)
fade2(0.5, 8, 1, 1, 1)
watchForVoice()
fade2(1, 1, 1, 1, 1)
watch(1)
local collectibleNode = getNode("COLLECTIBLE")
local ent = createEntity("CollectibleEnergyBoss", "", node_x(collectibleNode), node_y(collectibleNode))
entity_alpha(ent, 0)
entity_alpha(ent, 1, 2)
watch(0.5)
setInvincible(false)
if entity_getHealth(v.naija) < 1 then
entity_heal(v.naija, 1)
end
loadMap("EnergyTempleVision")
--entity_idle(v.naija)
--watch(6.5)
--[[
showImage("Visions/EnergyBoss/00")
voice("Naija_Vision_EnergyBoss2")
watchForVoice()
entity_idle(v.naija)
hideImage()
watch(1)
voice("Naija_Vision_EnergyBoss3")
]]--
end
end
return
end
if entity_isState(me, STATE_COLLAPSED) then
return
end
if not v.awoken and not v.playedMusic and getFlag(FLAG_ENERGYBOSSDEAD)==0 then
if not isFlag(FLAG_OMPO, 4) then
if entity_isEntityInRange(me, v.naija, 1220) then
emote(EMOTE_NAIJAUGH)
v.playedMusic = true
playMusic("BigBoss")
--setNaijaHeadTexture("shock", 4)
entity_setState(me, STATE_INTRO)
end
end
end
if not v.awoken then return end
if entity_isState(me, STATE_COLLAPSED) then
return
end
--[[
if v.barrier == 0 then
v.barrier = getEntityByID(5)
end
]]--
local bone = entity_collideSkeletalVsCircle(me, getNaija())
if bone ~= 0 or entity_x(v.naija) < entity_x(me) then
entity_damage(getNaija(), me, 1)
if entity_y(v.naija) > entity_y(me)+50 then
entity_push(getNaija(), 1200, -600, 0.5)
elseif entity_y(v.naija) < entity_y(me) then
entity_push(getNaija(), 1200, 600, 0.5)
else
entity_push(getNaija(), 1200, 0, 0.5)
end
end
if entity_isState(me, STATE_ATTACK) or entity_isState(me, STATE_INTRO) then
if not entity_isAnimating(me) then
if entity_isState(me, STATE_ATTACK) then
v.attacks = v.attacks + 1
if v.attacks >= 1 then
v.attacks = 0
entity_setState(me, STATE_MOVING)
else
entity_setState(me, STATE_IDLE)
end
else
entity_setState(me, STATE_IDLE)
end
end
end
--[[
if entity_isState(me, STATE_HITBARRIER) and not entity_isAnimating(me) then
entity_setState(me, STATE_MOVEBACKFROMBARRIER)
end
]]--
if not entity_isState(me, STATE_MOVEBACK) and not entity_isState(me, STATE_MOVEBACKFROMBARRIER) then
if entity_x(v.orb) < entity_x(v.barrier) then
if v.moveDelay > 0 then
v.moveDelay = v.moveDelay - dt
if v.moveDelay < 0 then
v.moveDelay = 0
end
end
end
end
if v.barrier ~= 0 then
--debugLog("ENERGYBOSS: has Barrier")
if entity_isState(v.barrier, STATE_PULSE) then
--debugLog("ENERGYBOSS: barrier pulse")
if not entity_isState(me, STATE_HITBARRIER) and not entity_isState(me, STATE_MOVEBACKFROMBARRIER) then
local lineBone = entity_collideSkeletalVsLine(me, entity_x(v.barrier), entity_y(v.barrier)+500, entity_x(v.barrier), entity_y(v.barrier)-500, 8)
if lineBone ~= 0 then
--debugLog("ENERGYBOSS: hit barrier!")
local bx,by = bone_getPosition(lineBone)
spawnParticleEffect("HitEnergyBarrierBig", entity_x(v.barrier), by)
bone_damageFlash(v.bone_head)
bone_damageFlash(v.bone_body)
v.hits = v.hits - 1
if v.hits <= 0 then
entity_setState(me, STATE_COLLAPSE)
else
entity_setState(me, STATE_HITBARRIER, 1)
end
end
end
else
--debugLog("ENERGYBOSS: barrier off")
end
else
--debugLog("ENERGYBOSS: Did not find barrier")
end
if entity_isState(me, STATE_FIRE) then
v.fireBit = v.fireBit - dt
if v.fireBit < 0 then
entity_setTarget(me, v.naija)
local offx, offy = 0
while v.shotsFired < 3 do
local velx, vely = 0, 0
if v.shotsFired == 3 then
velx = 100
vely = 50
elseif v.shotsFired == 0 then
velx = 100
vely = 25
elseif v.shotsFired == 1 then
velx = 100
vely = 0
elseif v.shotsFired == 2 then
velx = 100
vely = -25
end
--entity_fireAtTarget(me, "Purple", 1, 500, 100, 0, 0, offx, offy, velx, vely)
local s = createShot("EnergyBoss", me, entity_getTarget(me), entity_getPosition(me))
shot_setAimVector(s, velx, vely)
v.shotsFired = v.shotsFired + 1
end
entity_setState(me, STATE_IDLE)
end
end
if entity_isState(me, STATE_IDLE) then
if v.moveDelay <= 0 and entity_x(me) < node_x(v.maxMove)
and entity_x(v.naija) < entity_x(me)+1200 then
entity_setState(me, STATE_MOVING)
else
if v.awoken then
v.fireDelay = v.fireDelay - dt
if v.fireDelay <= 0 then
v.fireDelay = 0
entity_setState(me, STATE_FIRE)
end
end
if entity_isState(me, STATE_IDLE) then
v.attackDelay = v.attackDelay - dt
if v.attackDelay <= 0 and entity_x(v.naija) < entity_x(me)+800 then
v.attackDelay = 1
entity_setState(me, STATE_ATTACK)
end
end
end
end
if entity_isState(me, STATE_MOVING) and entity_x(me) >= node_x(v.maxMove) then
if entity_isInterpolating(me) then
entity_animate(me, "idle")
end
entity_stopInterpolating(me)
entity_setPosition(me, node_x(v.maxMove), entity_y(me))
end
if (entity_isState(me, STATE_MOVEBACK) or entity_isState(me, STATE_MOVEBACKFROMBARRIER)) and entity_x(me) <= node_x(v.minMove) then
entity_stopInterpolating(me)
entity_setPosition(me, node_x(v.minMove), entity_y(me))
end
if entity_isState(me, STATE_MOVING) or entity_isState(me, STATE_MOVEBACK) or entity_isState(me, STATE_MOVEBACKFROMBARRIER) then
if not entity_isInterpolating(me) then
entity_setState(me, STATE_IDLE)
end
end
entity_handleShotCollisionsSkeletal(me)
entity_clearTargetPoints(me)
entity_addTargetPoint(me, bone_getWorldPosition(v.bone_head))
if entity_isState(me, STATE_ATTACK) then
entity_setLookAtPoint(me, bone_getWorldPosition(v.bone_claw))
entity_setNaijaReaction(me, "shock")
else
entity_setLookAtPoint(me, bone_getWorldPosition(v.bone_jaw))
entity_setNaijaReaction(me, "")
end
--entity_setEnergyShotTargetPosition(me, bone_getWorldPosition(v.bone_head))
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_stopInterpolating(me)
entity_animate(me, "idle", LOOP_INF)
elseif entity_isState(me, STATE_ATTACK) then
playSfx("EnergyBoss-Attack", (900+math.random(200)) / 1000)
local x, y = bone_getPosition(v.bone_jaw)
if entity_isPositionInRange(v.naija, x, y, 600)
and entity_y(v.naija) < y+64
and entity_y(v.naija) > y-64
then
entity_animate(me, "bite")
v.attack = ATTACK_BITE
else
if entity_y(v.naija) < entity_y(me)-200 then
entity_animate(me, "attackUp")
v.attack = ATTACK_UP
else
entity_animate(me, "lungeBite")
v.attack = ATTACK_DOWN
end
end
elseif entity_isState(me, STATE_FIRE) then
v.shotsFired = 0
entity_animate(me, "firing")
v.fireDelay = 4
elseif entity_isState(me, STATE_MOVING) then
if v.hits <= 1 then
v.maxMove = v.maxMove2
end
entity_animate(me, "moveForward", LOOP_INF)
if entity_x(v.orb) > entity_x(v.barrier) then
entity_setPosition(me, entity_x(me)+(800/2), entity_y(me), 3.5/2)
else
entity_setPosition(me, entity_x(me)+800, entity_y(me), 3.5)
end
elseif entity_isState(me, STATE_MOVEBACK) then
entity_animate(me, "moveBackward", LOOP_INF)
if entity_x(v.orb) > entity_x(v.barrier) then
v.moveDelay = 999
else
v.moveDelay = v.moveDelay + 10
end
v.attackDelay = 0
v.fireDelay = 0
playSfx("EnergyBoss-Hurt", (900+math.random(200)) / 1000)
entity_animate(me, "hurt")
entity_setPosition(me, entity_x(me)-500, entity_y(me), 1.6)
elseif entity_isState(me, STATE_HITBARRIER) then
entity_stopInterpolating(me)
playSfx("EnergyBoss-Die", (1100+math.random(200)) / 1000)
entity_animate(me, "hitBarrier")
entity_spawnParticlesFromCollisionMask(me, "energyboss-hit", 4)
elseif entity_isState(me, STATE_MOVEBACKFROMBARRIER) then
--entity_animate(me, "idle", LOOP_INF)
--entity_setPosition(me, entity_x(me)-(1500*0.80), entity_y(me), 2)
local nodeName = string.format("bossbackloc%d", v.hits)
debugLog(string.format("nodeName: %s", nodeName))
local backNode = getNode(nodeName)
entity_setPosition(me, node_x(backNode), entity_y(me), -800)
elseif entity_isState(me, STATE_COLLAPSE) then
clearShots()
playSfx("EnergyBoss-Die")
setFlag(FLAG_ENERGYBOSSDEAD, 1)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
v.endTextDelay = 6.5
entity_spawnParticlesFromCollisionMask(me, "energyboss-hit", 4)
fadeOutMusic(2)
entity_animate(me, "die")
cam_toEntity(me)
disableInput()
--[[
cam_toEntity(me)
watch(4)
voiceOnce("Naija_EnergyBossOver")
cam_toEntity(getNaija())
]]--
elseif entity_isState(me, STATE_COLLAPSED) then
v.orb = getEntityByID(4)
v.holder = getEntityByID(3)
if v.orb and v.holder then
entity_setPosition(v.orb, entity_x(v.holder), entity_y(v.holder))
end
local collectibleNode = getNode("COLLECTIBLE")
createEntity("CollectibleEnergyBoss", "", node_x(collectibleNode), node_y(collectibleNode))
--debugLog("animating dead")
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
entity_animate(me, "dead")
--if entity_isFlag(me, 0) then
-- you can't beat the game without dual form
-- and we don't want to stop the music when we're panning near the boss at the end of the game
-- therefore: DO THIS:
if not hasSong(SONG_DUALFORM) then
fadeOutMusic(0.1)
end
--entity_setFlag(me, 1)
--end
elseif entity_isState(me, STATE_INTRO) then
v.awoken = true
playSfx("EnergyBoss-Die", 0.8)
shakeCamera(10, 3)
entity_stopInterpolating(me)
entity_animate(me, "roar")
overrideZoom(0.5, 1)
elseif entity_isState(me, STATE_APPEAR) then
entity_animate(me, "eatOmpo")
end
end
function animationKey(me, key)
if entity_isState(me, STATE_APPEAR) then
if key == 5 then
local x, y = bone_getWorldPosition(v.bone_claw)
spawnParticleEffect("Dirt", x,y)
playSfx("RockHit-Big")
elseif key == 7 then
playSfx("Bite")
elseif key == 9 then
playSfx("Bite")
elseif key == 15 then
local x, y = bone_getWorldPosition(v.bone_claw)
spawnParticleEffect("Dirt", x,y)
--playSfx("RockHit-Big")
elseif key == 16 then
playSfx("Gulp")
elseif key == 17 then
local x, y = bone_getWorldPosition(v.bone_claw)
spawnParticleEffect("Dirt", x,y)
playSfx("RockHit-Big")
end
return
end
if entity_isState(me, STATE_COLLAPSE) then
if key == 9 then
playSfx("BossDieSmall")
fade2(0.5, 0, 1, 1, 1)
fade2(0, 1, 1, 1, 1)
end
if key == 11 then
playSfx("BossDieSmall")
fade2(0.2, 0, 1, 1, 1)
fade2(0, 1, 1, 1, 1)
entity_spawnParticlesFromCollisionMask(me, "energyboss-hit", 4)
end
else
if v.attack == ATTACK_DOWN then
if entity_isState(me, STATE_ATTACK) and key == 4 then
local x, y = bone_getWorldPosition(v.bone_claw)
spawnParticleEffect("Dirt", x,y)
playSfx("RockHit-Big")
shakeCamera(15, 0.5)
end
elseif v.attack == ATTACK_UP then
if entity_isState(me, STATE_ATTACK) and key == 4 then
local x, y = bone_getWorldPosition(v.bone_claw)
spawnParticleEffect("Dirt", x,y)
playSfx("RockHit-Big")
shakeCamera(15, 0.5)
end
end
end
end
function exitState(me)
if entity_isState(me, STATE_HITBARRIER) then
entity_setState(me, STATE_MOVEBACKFROMBARRIER)
elseif entity_isState(me, STATE_MOVING) then
v.moveDelay = 4
end
end
function activate(me)
end
function hitSurface(me)
end