mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-16 06:29:31 +00:00
214 lines
5 KiB
Lua
214 lines
5 KiB
Lua
-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria is free software; you can redistribute it and/or
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-- modify it under the terms of the GNU General Public License
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-- as published by the Free Software Foundation; either version 2
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-- of the License, or (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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--
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-- See the GNU General Public License for more details.
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--
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-- You should have received a copy of the GNU General Public License
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-- along with this program; if not, write to the Free Software
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-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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v.n = 0
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v.bulb = 0
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v.base = 0
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v.glow = 0
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v.entToSpawn = ""
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v.ingToSpawn = ""
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v.amount = 0
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v.myNote = 0
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v.singingNote = false
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v.singTimer = 0
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v.back = false
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_NEUTRAL)
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entity_initSkeletal(me, "singbulb")
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v.bulb = entity_getBoneByName(me, "bulb")
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v.base = entity_getBoneByName(me, "base")
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v.glow = entity_getBoneByName(me, "glow")
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entity_animate(me, "idle", -1)
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if entity_isFlag(me, 1) then
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entity_setState(me, STATE_OPENED)
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else
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entity_setState(me, STATE_CLOSED)
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end
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-- should not be necessarry anymore
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--[[
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local nodey = entity_getNearestNode(me, "layerback")
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if nodey ~= 0 and node_isEntityIn(nodey, me) then
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entity_setEntityLayer(me, -1)
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v.back = true
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end
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]]--
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local n1 = getNearestNodeByType(entity_x(me), entity_y(me), PATH_SETING)
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if n1 ~= 0 and node_isEntityIn(n1, me) then
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v.ingToSpawn = node_getContent(n1)
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v.amount = node_getAmount(n1) if v.amount == 0 then v.amount = 1 end
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else
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local n2 = getNearestNodeByType(entity_x(me), entity_y(me), PATH_SETENT)
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if n2 ~= 0 and node_isEntityIn(n2, me) then
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v.entToSpawn = node_getContent(n2)
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v.amount = node_getAmount(n2) if v.amount == 0 then v.amount = 1 end
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end
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end
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v.myNote = getRandNote()
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entity_setCanLeaveWater(me, true)
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entity_setCullRadius(me, 512)
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-- note: LAYER OVERRIDE
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entity_setEntityLayer(me, -100)
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end
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function postInit(me)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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local r, g, b = getNoteColor(v.myNote)
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bone_setColor(v.bulb, r, g, b)
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bone_setColor(v.glow, r, g, b)
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bone_setBlendType(v.glow, BLEND_ADD)
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bone_alpha(v.glow, 0.4)
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bone_scale(v.glow, 12, 12, 1, -1, 1)
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if mapNameContains("veil") then
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bone_setTexture(v.base, "singbulb/base-0002")
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elseif mapNameContains("mithalas") or mapNameContains("cathedral") or mapNameContains("final") then
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bone_setTexture(v.base, "singbulb/base-0003")
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elseif mapNameContains("icecave") or mapNameContains("frozenveil") or mapNameContains("bubble") then
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bone_setTexture(v.base, "singbulb/base-0004")
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elseif mapNameContains("abyss") then
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bone_setTexture(v.base, "singbulb/base-0005")
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end
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end
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function update(me, dt)
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if entity_isState(me, STATE_CLOSED) then
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if v.singingNote then
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v.singTimer = v.singTimer + dt
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if v.singTimer > 2 then
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v.singingNote = false
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v.singTimer = 0
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bone_scale(v.bulb, 1, 1, 1)
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entity_setState(me, STATE_OPEN)
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end
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end
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end
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end
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function enterState(me)
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if entity_isState(me, STATE_IDLE) then
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elseif entity_isState(me, STATE_CLOSED) then
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elseif entity_isState(me, STATE_OPENED) then
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bone_alpha(v.bulb, 0)
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elseif entity_isState(me, STATE_OPEN) then
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bone_alpha(v.bulb, 0)
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entity_setStateTime(me, 1)
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entity_setFlag(me, 1)
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local bx, by = bone_getWorldPosition(v.bulb)
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if v.ingToSpawn ~= "" or v.entToSpawn ~= "" then
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playSfx("secret")
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end
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if v.ingToSpawn ~= "" then
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for i=1,v.amount do
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local ing = spawnIngredient(v.ingToSpawn, bx, by, 1, (i==1))
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--[[
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if i==1 then
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entity_clearVel(ing)
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x,y = entity_getNormal(me)
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x,y = vector_setLength(x, y, 250)
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entity_addVel(ing, x, y)
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end
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]]--
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end
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elseif v.entToSpawn ~= "" then
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for i=1,v.amount do
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createEntity(v.entToSpawn, "", bx, by)
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end
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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_OPEN) then
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entity_setState(me, STATE_OPENED)
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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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return false
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end
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function animationKey(me, key)
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end
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function hitSurface(me)
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end
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function songNote(me, note)
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if entity_isEntityInRange(me, v.n, 800) then
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if entity_isState(me, STATE_CLOSED) then
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if v.myNote == note then
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if v.back then
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local e = getFirstEntity()
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while e ~= 0 do
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if eisv(e, EV_TYPEID, EVT_ROCK) or eisv(e, EV_TYPEID, EVT_CONTAINER) then
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if entity_isEntityInRange(me, e, 64) then
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return
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end
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end
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e = getNextEntity()
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end
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end
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v.singingNote = true
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v.singTimer = 0
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bone_scale(v.bulb, 1, 1)
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bone_scale(v.bulb, 0.7, 1, 0.1, -1, 1)
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end
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end
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end
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end
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function songNoteDone(me, note)
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v.singingNote = false
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v.singTimer = 0
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bone_scale(v.bulb, 1, 1, 1)
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end
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function song(me, song)
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end
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function activate(me)
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end
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