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Aquaria/game_scripts/scripts/entities/dark-li-shot.lua

175 lines
3.6 KiB
Lua

-- Copyright (C) 2007, 2010 - Bit-Blot
--
-- This file is part of Aquaria.
--
-- Aquaria is free software; you can redistribute it and/or
-- modify it under the terms of the GNU General Public License
-- as published by the Free Software Foundation; either version 2
-- of the License, or (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
--
-- See the GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program; if not, write to the Free Software
-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
if not v then v = {} end
if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
v.n = 0
v.died = false
v.myNote = -1
v.singing = false
v.bone_note = 0
v.darkli = 0
v.singTimer = 0
v.startDelay = 0
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "darklishot")
entity_setAllDamageTargets(me, false)
entity_setHealth(me, 1)
entity_setState(me, STATE_IDLE)
entity_setDeathScene(me, true)
entity_setMaxSpeed(me, 400)
v.bone_note = entity_getBoneByIdx(me, 1)
esetv(me, EV_TYPEID, EVT_DARKLISHOT)
v.darkli = entity_getNearestEntity(me, "creatorform5")
entity_setCollideRadius(me, 96)
entity_scale(me, 0.8, 0.8)
entity_alpha(me, 0)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
if v.startDelay > 0 then
v.startDelay = v.startDelay - dt
if v.startDelay < 0 then
entity_alpha(me, 1, 0.5)
spawnParticleEffect("darklishot-spawn", entity_x(me), entity_y(me))
entity_sound(me, getNoteName(v.myNote, "low-"), 1, 2)
playSfx("hellbeast-shot")
end
return
end
entity_moveTowardsTarget(me, dt, 1000)
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 100) then
entity_damage(me, me, 1)
else
if v.singing then
v.singTimer = v.singTimer + dt
if v.singTimer > 0.1 then
-- die
entity_msg(v.darkli, "died")
entity_damage(me, me, 1)
end
end
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_DEATHSCENE) then
local t = 2
entity_setStateTime(me, t)
spawnParticleEffect("", entity_x(me), entity_y(me))
entity_scale(me, 0, 0, t)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
if attacker == me then
return true
end
return false
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
if entity_getAlpha(me) > 0 then
if note == v.myNote then
v.singing = true
entity_offset(me, -5, 0)
entity_offset(me, 5, 0, 0.01, -1, 1)
end
end
end
function songNoteDone(me, note)
entity_offset(me, 0, 0, 0.1)
if note == v.myNote then
v.singing = false
v.singTimer = 0
end
end
function song(me, song)
end
function activate(me)
end
function msg(me, msg, val)
if msg == "note" then
v.myNote = val
bone_setTexture(v.bone_note, string.format("song/notesymbol%d", v.myNote))
bone_scale(v.bone_note, 1, 1)
bone_scale(v.bone_note, 4, 4, 0.5, -1, 1)
bone_alpha(v.bone_note, 0.5)
local r,g,b = getNoteColor(v.myNote)
r = r*0.5 + 0.5
g = g*0.5 + 0.5
b = b*0.5 + 0.5
bone_setColor(v.bone_note, r, g, b)
end
if msg == "sd" then
v.startDelay = val
if v.startDelay <= 0 then
v.startDelay = 0.1
end
end
end