mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-16 06:29:31 +00:00
7ff0caaed8
- Pointer typechecks are now enabled by default. - enabled all script warnings for non-FULL or DEMO builds by default - Added generic obj_* functions that operate on any type of RenderObject. These give quite low-level control about the renderer, and are quite dangerous too. Subsequently, many functions sharing the same code (*_setPosition, for example) could be removed, and simply call the generic functions after a type check. - Added interface function deathNotify(). The original logic of death notifiers was never used, so i thought i'd make use of it. This is useful in scripts to safely drop dangling pointers. - removed sendEntityMessage, entity_setCollideWithAvatar, entity_setTouchDamage, which were essentially no-ops. - Replaced all unnecessary luaReturnNum(0) and luaReturnInt(0), now it does only push a return value on the stack if the function is actually supposed to have a retun value. - Allow variadic calling of entity_msg(). Now any parameters can be passed to the function, and the target entity will receive all of them. Any values returned from the entity's msg() callback will be returned by entity_msg() to the original caller. This allows nice RPC-like entity communication. - fixed possible crash in debugLog, bone_update, entity_debugText - added an override function for loadfile() that is case-insensitive like dofile() - entity_createEntity returns the created entity now - spawnParticleEffect returns the associated RenderObject - Added some text rendering functions - Added beam_setFirer() - removed the underflow check in avatar_decrLeaches() I added earlier - added a panic function for Lua. - added the Lua debug library - fixed a stupid typo in ScriptObject::isType() that made the type checks a lot less accurate - misc stuff I forgot
586 lines
16 KiB
Lua
586 lines
16 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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-- Energy Boss
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-- ================================================================================================
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local STATE_MOVING = 1001
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local STATE_MOVEBACK = 1002
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local STATE_SHOCKED = 1003
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local STATE_FIRE = 1004
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local STATE_HITBARRIER = 1005
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local STATE_MOVEBACKFROMBARRIER = 1006
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local STATE_COLLAPSE = 1007
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local STATE_COLLAPSED = 1100
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local ATTACK_UP = 1
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local ATTACK_DOWN = 2
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local ATTACK_BITE = 3
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v.attacks = 0
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v.attack = 0
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v.awoken = false
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v.attackDelay = 0
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v.naija = 0
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v.maxMove = 0
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v.maxMove2 = 0
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v.minMove = 0
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v.pushBackHits = 0
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v.maxPushBackHits = 6
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v.moveDelay = 0
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v.fireDelay = 0
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v.fireBit = 0
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v.shotsFired = 0
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v.barrier = 0
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v.maxHits = 3
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v.hits = v.maxHits
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v.endTextDelay = 0
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v.playedMusic = false
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v.dead = false
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v.orb = 0
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v.bone_jaw = 0
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v.bone_claw = 0
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v.bone_head = 0
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v.bone_body = 0
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function damage(me, attacker, bone, damageType, dmg)
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bone_damageFlash(bone, 1)
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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
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v.pushBackHits = v.pushBackHits + dmg
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if v.pushBackHits >= v.maxPushBackHits then
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v.pushBackHits = 0
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entity_setState(me, STATE_MOVEBACK)
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end
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end
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return false
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end
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function init(me)
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setupBasicEntity(
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me,
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"", -- texture
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30, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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0, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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90, -- sprite width
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90, -- sprite height
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1, -- 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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6000, -- updateCull -1: disabled, default: 4000
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0
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)
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entity_initSkeletal(me, "EnergyBoss")
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entity_setState(me, STATE_IDLE)
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entity_setCull(me, false)
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entity_setName(me, "EnergyBoss")
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--entity_flipHorizontal(me)
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entity_scale(me, 1.5, 1.5)
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entity_setWeight(me, 800)
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entity_setMaxSpeed(me, 2000)
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entity_generateCollisionMask(me)
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v.bone_jaw = entity_getBoneByName(me, "Jaw")
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v.bone_claw = entity_getBoneByName(me, "Claw")
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v.bone_head = entity_getBoneByName(me, "Head")
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v.bone_body = entity_getBoneByName(me, "Body")
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v.maxMove = getNode("ENERGYBOSSMAXMOVE")
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v.maxMove2 = getNode("ENERGYBOSSMAXMOVE2")
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v.minMove = getNode("ENERGYBOSSMINMOVE")
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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v.naija = getNaija()
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loadSound("EnergyBoss-Attack")
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loadSound("EnergyBoss-Die")
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loadSound("EnergyBoss-Hurt")
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loadSound("BossDieSmall")
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end
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function postInit(me)
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if not entity_isState(me, STATE_COLLAPSE) then
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if getFlag(FLAG_ENERGYBOSSDEAD)>0 and not entity_isState(me, STATE_COLLAPSED) then
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entity_setPosition(me, node_x(v.maxMove2), entity_y(me))
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entity_setState(me, STATE_COLLAPSED)
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v.dead = true
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return
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end
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end
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v.orb = getEntityByID(4)
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v.holder = getEntityByID(3)
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v.barrier = getEntityByID(5)
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end
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function update(me, dt)
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--[[
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if entity_isState(me, STATE_COLLAPSED) then
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if getFlag(FLAG_ENERGYBOSSDEAD)>0 then
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fadeOutMusic(0.5)
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end
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end
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]]--
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if entity_isState(me, STATE_COLLAPSE) then
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if v.endTextDelay > 0 then
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v.endTextDelay = v.endTextDelay - dt
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if v.endTextDelay < 0 then
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v.endTextDelay = 0
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cam_toEntity(v.naija)
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changeForm(FORM_NORMAL)
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setInvincible(true)
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entity_idle(v.naija)
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entity_animate(v.naija, "agony", -1)
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entity_flipToEntity(v.naija, me)
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--voiceOnce("Naija_EnergyBossOver")
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voice("Naija_Vision_EnergyBoss1")
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--entity_idle(v.naija)
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entity_idle(v.naija)
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entity_animate(v.naija, "agony", -1)
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fade2(0.5, 8, 1, 1, 1)
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watchForVoice()
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fade2(1, 1, 1, 1, 1)
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watch(1)
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local collectibleNode = getNode("COLLECTIBLE")
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local ent = createEntity("CollectibleEnergyBoss", "", node_x(collectibleNode), node_y(collectibleNode))
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entity_alpha(ent, 0)
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entity_alpha(ent, 1, 2)
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watch(0.5)
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setInvincible(false)
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if entity_getHealth(v.naija) < 1 then
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entity_heal(v.naija, 1)
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end
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loadMap("EnergyTempleVision")
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--entity_idle(v.naija)
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--watch(6.5)
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--[[
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showImage("Visions/EnergyBoss/00")
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voice("Naija_Vision_EnergyBoss2")
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watchForVoice()
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entity_idle(v.naija)
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hideImage()
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watch(1)
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voice("Naija_Vision_EnergyBoss3")
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]]--
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end
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end
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return
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end
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if entity_isState(me, STATE_COLLAPSED) then
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return
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end
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if not v.awoken and not v.playedMusic and getFlag(FLAG_ENERGYBOSSDEAD)==0 then
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if not isFlag(FLAG_OMPO, 4) then
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if entity_isEntityInRange(me, v.naija, 1220) then
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emote(EMOTE_NAIJAUGH)
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v.playedMusic = true
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playMusic("BigBoss")
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--setNaijaHeadTexture("shock", 4)
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entity_setState(me, STATE_INTRO)
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end
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end
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end
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if not v.awoken then return end
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if entity_isState(me, STATE_COLLAPSED) then
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return
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end
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--[[
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if v.barrier == 0 then
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v.barrier = getEntityByID(5)
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end
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]]--
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local bone = entity_collideSkeletalVsCircle(me, getNaija())
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if bone ~= 0 or entity_x(v.naija) < entity_x(me) then
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entity_damage(getNaija(), me, 1)
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if entity_y(v.naija) > entity_y(me)+50 then
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entity_push(getNaija(), 1200, -600, 0.5)
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elseif entity_y(v.naija) < entity_y(me) then
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entity_push(getNaija(), 1200, 600, 0.5)
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else
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entity_push(getNaija(), 1200, 0, 0.5)
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end
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end
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if entity_isState(me, STATE_ATTACK) or entity_isState(me, STATE_INTRO) then
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if not entity_isAnimating(me) then
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if entity_isState(me, STATE_ATTACK) then
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v.attacks = v.attacks + 1
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if v.attacks >= 1 then
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v.attacks = 0
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entity_setState(me, STATE_MOVING)
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else
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entity_setState(me, STATE_IDLE)
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end
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else
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entity_setState(me, STATE_IDLE)
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end
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end
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end
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--[[
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if entity_isState(me, STATE_HITBARRIER) and not entity_isAnimating(me) then
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entity_setState(me, STATE_MOVEBACKFROMBARRIER)
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end
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]]--
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if not entity_isState(me, STATE_MOVEBACK) and not entity_isState(me, STATE_MOVEBACKFROMBARRIER) then
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if entity_x(v.orb) < entity_x(v.barrier) then
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if v.moveDelay > 0 then
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v.moveDelay = v.moveDelay - dt
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if v.moveDelay < 0 then
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v.moveDelay = 0
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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 v.barrier ~= 0 then
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--debugLog("ENERGYBOSS: has Barrier")
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if entity_isState(v.barrier, STATE_PULSE) then
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--debugLog("ENERGYBOSS: barrier pulse")
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if not entity_isState(me, STATE_HITBARRIER) and not entity_isState(me, STATE_MOVEBACKFROMBARRIER) then
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local lineBone = entity_collideSkeletalVsLine(me, entity_x(v.barrier), entity_y(v.barrier)+500, entity_x(v.barrier), entity_y(v.barrier)-500, 8)
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if lineBone ~= 0 then
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--debugLog("ENERGYBOSS: hit barrier!")
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local bx,by = bone_getPosition(lineBone)
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spawnParticleEffect("HitEnergyBarrierBig", entity_x(v.barrier), by)
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bone_damageFlash(v.bone_head)
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bone_damageFlash(v.bone_body)
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v.hits = v.hits - 1
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if v.hits <= 0 then
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entity_setState(me, STATE_COLLAPSE)
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else
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entity_setState(me, STATE_HITBARRIER, 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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--debugLog("ENERGYBOSS: barrier off")
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end
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else
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--debugLog("ENERGYBOSS: Did not find barrier")
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end
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if entity_isState(me, STATE_FIRE) then
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v.fireBit = v.fireBit - dt
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if v.fireBit < 0 then
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entity_setTarget(me, v.naija)
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local offx, offy = 0
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while v.shotsFired < 3 do
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local velx, vely = 0, 0
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if v.shotsFired == 3 then
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velx = 100
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vely = 50
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elseif v.shotsFired == 0 then
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velx = 100
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vely = 25
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elseif v.shotsFired == 1 then
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velx = 100
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vely = 0
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elseif v.shotsFired == 2 then
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velx = 100
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vely = -25
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end
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--entity_fireAtTarget(me, "Purple", 1, 500, 100, 0, 0, offx, offy, velx, vely)
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local s = createShot("EnergyBoss", me, entity_getTarget(me), entity_getPosition(me))
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shot_setAimVector(s, velx, vely)
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v.shotsFired = v.shotsFired + 1
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end
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entity_setState(me, STATE_IDLE)
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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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if v.moveDelay <= 0 and entity_x(me) < node_x(v.maxMove)
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and entity_x(v.naija) < entity_x(me)+1200 then
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entity_setState(me, STATE_MOVING)
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else
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if v.awoken then
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay <= 0 then
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v.fireDelay = 0
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entity_setState(me, STATE_FIRE)
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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.attackDelay = v.attackDelay - dt
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if v.attackDelay <= 0 and entity_x(v.naija) < entity_x(me)+800 then
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v.attackDelay = 1
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entity_setState(me, STATE_ATTACK)
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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_isState(me, STATE_MOVING) and entity_x(me) >= node_x(v.maxMove) then
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if entity_isInterpolating() then
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entity_animate(me, "idle")
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end
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entity_stopInterpolating(me)
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entity_setPosition(me, node_x(v.maxMove), entity_y(me))
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end
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if (entity_isState(me, STATE_MOVEBACK) or entity_isState(me, STATE_MOVEBACKFROMBARRIER)) and entity_x(me) <= node_x(v.minMove) then
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entity_stopInterpolating(me)
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entity_setPosition(me, node_x(v.minMove), entity_y(me))
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end
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if entity_isState(me, STATE_MOVING) or entity_isState(me, STATE_MOVEBACK) or entity_isState(me, STATE_MOVEBACKFROMBARRIER) then
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if not entity_isInterpolating(me) then
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entity_setState(me, STATE_IDLE)
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end
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end
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entity_handleShotCollisionsSkeletal(me)
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entity_clearTargetPoints(me)
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entity_addTargetPoint(me, bone_getWorldPosition(v.bone_head))
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if entity_isState(me, STATE_ATTACK) then
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entity_setLookAtPoint(me, bone_getWorldPosition(v.bone_claw))
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entity_setNaijaReaction(me, "shock")
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else
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entity_setLookAtPoint(me, bone_getWorldPosition(v.bone_jaw))
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entity_setNaijaReaction(me, "")
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end
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--entity_setEnergyShotTargetPosition(me, bone_getWorldPosition(v.bone_head))
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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_stopInterpolating(me)
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entity_animate(me, "idle", LOOP_INF)
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elseif entity_isState(me, STATE_ATTACK) then
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playSfx("EnergyBoss-Attack", 900+math.random(200))
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local x, y = bone_getPosition(v.bone_jaw)
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if entity_isPositionInRange(v.naija, x, y, 600)
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and entity_y(v.naija) < y+64
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and entity_y(v.naija) > y-64
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then
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entity_animate(me, "bite")
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v.attack = ATTACK_BITE
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else
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if entity_y(v.naija) < entity_y(me)-200 then
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entity_animate(me, "attackUp")
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v.attack = ATTACK_UP
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else
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entity_animate(me, "lungeBite")
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v.attack = ATTACK_DOWN
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end
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end
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elseif entity_isState(me, STATE_FIRE) then
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v.shotsFired = 0
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entity_animate(me, "firing")
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v.fireDelay = 4
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elseif entity_isState(me, STATE_MOVING) then
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if v.hits <= 1 then
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v.maxMove = v.maxMove2
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end
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entity_animate(me, "moveForward", LOOP_INF)
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if entity_x(v.orb) > entity_x(v.barrier) then
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entity_setPosition(me, entity_x(me)+(800/2), entity_y(me), 3.5/2)
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else
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entity_setPosition(me, entity_x(me)+800, entity_y(me), 3.5)
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end
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elseif entity_isState(me, STATE_MOVEBACK) then
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entity_animate(me, "moveBackward", LOOP_INF)
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if entity_x(v.orb) > entity_x(v.barrier) then
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v.moveDelay = 999
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else
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v.moveDelay = v.moveDelay + 10
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end
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v.attackDelay = 0
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v.fireDelay = 0
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playSfx("EnergyBoss-Hurt", 900+math.random(200))
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entity_animate(me, "hurt")
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entity_setPosition(me, entity_x(me)-500, entity_y(me), 1.6)
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elseif entity_isState(me, STATE_HITBARRIER) then
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entity_stopInterpolating(me)
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playSfx("EnergyBoss-Die", 1100+math.random(200))
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entity_animate(me, "hitBarrier")
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entity_spawnParticlesFromCollisionMask(me, "energyboss-hit", 4)
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elseif entity_isState(me, STATE_MOVEBACKFROMBARRIER) then
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--entity_animate(me, "idle", LOOP_INF)
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--entity_setPosition(me, entity_x(me)-(1500*0.80), entity_y(me), 2)
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local nodeName = string.format("bossbackloc%d", v.hits)
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debugLog(string.format("nodeName: %s", nodeName))
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local backNode = getNode(nodeName)
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entity_setPosition(me, node_x(backNode), entity_y(me), -800)
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elseif entity_isState(me, STATE_COLLAPSE) then
|
|
clearShots()
|
|
playSfx("EnergyBoss-Die", 1000)
|
|
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", 800)
|
|
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
|
|
|