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Aquaria/game_scripts/scripts/entities/seahorsecommon.lua
fgenesis ff195c6b16 additional seahorse/Li spirit form/riding fix.
This patch enables movement after going into spirit form while hugged,
and fixes getting off a seahorse if returning near an actual spirit crystal.
2011-11-21 02:01:29 +01:00

587 lines
14 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
--SeaHorse
-- specific
local STATE_JUMP = 1000
local STATE_TRANSITION = 1001
local STATE_RETURNTOWALL = 1002
local STATE_SURFACE = 1003
v.moveTimer = 0
v.moveDir = 0
v.avoidCollisionsTimer = 0
v.riding = false
v.noteDown = -1
v.dirx = 0
v.diry = 0
v.wasUnderWater = true
v.racePath = 0
v.curNode = 0
v.startx = 0
v.starty = 0
v.wasInCurrent = false
v.n = 0
v.naijaRideAnim = -1
local RIDEANIM_NORMAL = 0
local RIDEANIM_SLOW = 1
local RIDEANIM_OUTOFWATER = 2
v.waiting = false
v.incut = false
v.seahorseCostume = false
function v.commonInit(me, tex, sz)
if sz == 0 then
sz = 50
end
setupBasicEntity(
me,
tex, -- texture
12, -- health
2, -- manaballamount
2, -- exp
10, -- money
sz, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
128, -- sprite width
256, -- sprite height
1, -- particle "explosion" type, 0 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
4000, -- updateCull -1: disabled, default: 4000
0
)
loadSound("SeahorseWhinny")
entity_setName(me, "Seahorse")
entity_setMaxSpeed(me, 200)
--entity_clampToSurface(me)
entity_setState(me, STATE_IDLE)
entity_setDropChance(me, 10)
entity_setDeathParticleEffect(me, "TinyRedExplode")
entity_offset(me, 0, -40, 1, -1, 1, 1)
entity_setSegs(me, 2, 30, 0.5, 0.3, -0.018, 0, 6, 1)
entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
entity_setCanLeaveWater(me, true)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
entity_setDamageTarget(me, DT_AVATAR_PET, false)
end
function postInit(me)
v.n = getNaija()
v.startx = entity_x(me)
v.starty = entity_y(me)
entity_update(me, math.random(100)/100.0)
end
local function setRideSpeed(me)
if not entity_isUnderWater(me) then
entity_setMaxSpeedLerp(me, 8)
elseif entity_isState(me, STATE_RACE) then
entity_setMaxSpeedLerp(me, 3.4, 1)
else
if getCostume() == "seahorse" then
v.seahorseCostume = true
entity_setMaxSpeedLerp(me, 5.5, 1)
else
v.seahorseCostume = false
entity_setMaxSpeedLerp(me, 3.5, 1)
end
end
end
local function updateRideAnim(me, num)
if v.naijaRideAnim ~= num then
if num == RIDEANIM_NORMAL then
entity_animate(v.n, "rideSeaHorse", LOOP_INF, LAYER_OVERRIDE)
elseif num == RIDEANIM_SLOW then
entity_animate(v.n, "rideSeaHorse2", LOOP_INF, LAYER_OVERRIDE)
elseif num == RIDEANIM_OUTOFWATER then
entity_animate(v.n, "rideSeaHorse3", LOOP_INF, LAYER_OVERRIDE)
end
v.naijaRideAnim = num
end
end
local function getRidePosition(me)
local x, y = entity_getPosition(me)
local ox, oy = entity_getOffset(me)
x = x + ox
y = y + oy
local offx = 32
if entity_isFlippedHorizontal(me) then
-- facing right
offx = -offx
end
x = x+offx
y = y-10
return x, y
end
local function startRide(me)
v.incut = true
debugLog("start ride")
setRideSpeed(me)
entity_setInvincible(me, true)
entity_setInvincible(v.n, true)
entity_clearVel(me)
entity_clearVel(v.n)
v.waiting = true
entity_idle(v.n)
entity_animate(v.n, "pushForward")
entity_flipToEntity(v.n, me)
watch(0.2)
entity_clearVel(v.n)
local x, y = getRidePosition(me)
entity_setPosition(v.n, x, y, 1, 0, 0, 0)
watch(1)
v.riding = true
--entity_animate(v.n, "rideSeaHorse", LOOP_INF, LAYER_OVERRIDE)
v.naijaRideAnim = -1
updateRideAnim(me, RIDEANIM_NORMAL)
-- zoomsurface
--setCanWarp(false)
entity_setRiding(getNaija(), me)
local x, y = getRidePosition(me)
entity_setRidingData(me, x, y, entity_getRotation(me), entity_isfh(me))
entity_setInvincible(me, false)
entity_setInvincible(v.n, false)
v.waiting = false
entity_sound(me, "SeahorseWhinny")
setCameraLerpDelay(0.05)
cam_toEntity(me)
v.incut = false
end
local function stopRide(me)
debugLog("stop ride")
if v.riding then
entity_sound(me, "SeahorseWhinny")
--if entity_isUnderWater(me) then
overrideZoom(0)
v.riding = false
entity_stopAllAnimations(v.n)
entity_idle(v.n)
--setCanWarp(true)
entity_setRiding(v.n, 0)
entity_addVel(v.n, entity_velx(me), entity_vely(me))
if not entity_isUnderWater(v.n) then
entity_animate(v.n, "burst")
else
entity_setMaxSpeedLerp(me, 1, 1)
end
--end
setCameraLerpDelay(0)
cam_toEntity(getNaija())
end
end
function activate(me)
if v.incut then return end
--debugLog("activate")
if avatar_isOnWall() then return end
if v.riding then
stopRide(me)
else
startRide(me)
end
end
function update(me, dt)
if isForm(FORM_NORMAL) then
entity_setActivation(me, AT_CLICK, 64, 512)
else
entity_setActivation(me, AT_NONE)
if v.riding then
stopRide(me)
end
end
--if not entity_isNearObstruction(me, 3) then
local inCurrent = false
if v.riding then
inCurrent = entity_updateCurrents(me, dt)
if (inCurrent and not v.wasInCurrent) then
-- start boost anim
elseif (not inCurrent and v.wasInCurrent) then
-- end boost anim
end
end
if not v.seahorseCostume then
if inCurrent then
entity_setMaxSpeed(me, 150)
else
entity_setMaxSpeed(me, 200)
end
else
entity_setMaxSpeed(me, 200)
end
v.wasInCurrent = inCurrent
if v.riding then
if entity_getRiding(getNaija())==0 then
stopRide(me)
else
overrideZoom(0.55, 0.5)
end
esetv(me, EV_LOOKAT, 0)
else
esetv(me, EV_LOOKAT, 1)
end
if v.riding == true or entity_isState(me, STATE_RACE) then
local e = getFirstEntity()
while e~=0 do
if e~=me and entity_isName(e, "Seahorse") then
if entity_isEntityInRange(me, e, 64) then
local dx, dy = entity_getVectorToEntity(me, e)
dx, dy = vector_setLength(dx, dy, 1000)
entity_addVel(e, dx, dy)
end
end
e = getNextEntity()
end
end
if entity_checkSplash(me) then
if not entity_isUnderWater(me) then
--//entity_setMaxSpeed(me, outOfWaterSpeed)
--entity_setMaxSpeedLerp(me, 2, 0.1)
setRideSpeed(me)
--end
--entity_addVel(me, 0, -2000)
local vx = entity_velx(me)
local vy = entity_vely(me)
vx, vy = vx*4, vy*4
vx, vy = vector_cap(vx, vy, 1100)
entity_clearVel(me)
entity_addVel(me, vx, vy)
entity_setWeight(me, 800)
--entity_sound(me, "splash-outof")
else
setRideSpeed(me)
--entity_setMaxSpeedLerp(me, 1, 0.8)
if not v.riding then
entity_setMaxSpeedLerp(me, 1, 1)
else
setRideSpeed(me)
end
entity_setWeight(me, 0)
--entity_sound(me, "splash-into")
end
end
--[[
if entity_isUnderWater(me) ~= v.wasUnderWater then
v.wasUnderWater = entity_isUnderWater(me)
spawnParticleEffect("Splash", entity_x(me), entity_y(me))
if not entity_isUnderWater(me) then
--//entity_setMaxSpeed(me, outOfWaterSpeed)
--entity_setMaxSpeedLerp(me, 2, 0.1)
entity_addVel(me, 0, -1000)
entity_setWeight(me, 800)
entity_sound(me, "splash-outof")
else
--entity_setMaxSpeedLerp(me, 1, 0.8)
entity_setWeight(me, 0)
entity_sound(me, "splash-into")
end
end
]]--
if entity_isState(me, STATE_IDLE) then
if not v.riding then
v.avoidCollisionsTimer = v.avoidCollisionsTimer + dt
if v.avoidCollisionsTimer > 5 then
v.avoidCollisionsTimer = 0
end
v.moveTimer = v.moveTimer + dt
if v.moveTimer < 1.5 then
-- move
local amount = 2000*dt
if v.moveDir == 0 then
entity_addVel(me, -amount, 0)
if entity_isFlippedHorizontal(me) then
entity_flipHorizontal(me)
end
elseif v.moveDir == 1 then
entity_addVel(me, 0, amount)
elseif v.moveDir == 2 then
entity_addVel(me, amount, 0)
if not entity_isFlippedHorizontal(me) then
entity_flipHorizontal(me)
end
elseif v.moveDir == 3 then
entity_addVel(me, 0, amount)
end
elseif v.moveTimer > 3 then
-- stop
--entity_clearVel(me)
v.moveTimer = 0
v.moveDir = v.moveDir +1
if v.moveDir >= 4 then
v.moveDir = 0
end
elseif v.moveTimer > 2.5 then
local factor = 5*dt
entity_addVel(me, -entity_velx(me)*factor, -entity_vely(me)*factor)
end
if v.avoidCollisionsTimer < 4 then
entity_doCollisionAvoidance(me, dt, 4, 1.0)
end
else
if v.noteDown ~= -1 and entity_isUnderWater(me) then
local amt
if getCostume() == "seahorse" then
amt = 8000*dt
else
amt = 2000*dt
end
entity_addVel(me, v.dirx*amt, v.diry*amt)
end
if entity_getHealth(getNaija()) < 1 then
stopRide(me)
end
--entity_doCollisionAvoidance(me, dt, 8, 0.1)
if v.dirx < 0 and entity_velx(me) < -100 then
if entity_isFlippedHorizontal(me) then
entity_flipHorizontal(me)
end
elseif v.dirx > 0 and entity_velx(me) > 100 then
if not entity_isFlippedHorizontal(me) then
entity_flipHorizontal(me)
end
end
--entity_flipToVel(me)
end
entity_setTarget(me, getNaija())
if v.riding then
if entity_isUnderWater(me) then
entity_doCollisionAvoidance(me, dt, 4, 0.6)
--entity_doCollisionAvoidance(me, dt, 3, 0.5)
--entity_doEntityAvoidance(me, dt, 32, 1.0)
else
entity_doCollisionAvoidance(me, dt, 4, 1)
end
else
entity_doEntityAvoidance(me, dt, 128, 0.1)
end
entity_doCollisionAvoidance(me, dt, 2, 1.0)
entity_updateMovement(me, dt)
--entity_rotateToVel(me, 0.1)
elseif entity_isState(me, STATE_RACE) then
local x, y = node_getPathPosition(v.racePath, v.curNode)
if x == 0 and y == 0 then
--entity_setState(me, STATE_RESTART)
v.curNode = 0
else
if entity_isPositionInRange(me, x, y, 64) then
v.curNode = v.curNode + 1
end
local x1, y1 = entity_getPosition(me)
local vx = x - x1
local vy = y - y1
vector_setLength(vx, vy, 500*dt)
entity_addVel(me, vx, vy)
entity_flipToVel(me)
entity_doEntityAvoidance(me, dt, 32, 1.0)
entity_doCollisionAvoidance(me, dt, 8, 0.2)
entity_updateMovement(me, dt)
end
end
if v.waiting then
entity_clearVel(me)
end
if v.riding then
entity_updateLocalWarpAreas(me, true)
entity_clearVel(v.n)
local x, y = getRidePosition(me)
entity_setRidingData(me, x, y, entity_getRotation(me), entity_isfh(me))
--entity_setRidingRotation(me, entity_getRotation(me))
--entity_rotate(v.n, entity_getRotation(me))
--[[
if entity_isFlippedHorizontal(me) and not entity_isFlippedHorizontal(v.n) then
entity_flipHorizontal(v.n)
elseif not entity_isFlippedHorizontal(me) and entity_isFlippedHorizontal(v.n) then
entity_flipHorizontal(v.n)
end
]]--
--avatar_updatePosition()
if not entity_isUnderWater(me) then
updateRideAnim(me, RIDEANIM_OUTOFWATER)
elseif entity_isVelIn(me, 200) then
updateRideAnim(me, RIDEANIM_SLOW)
else
updateRideAnim(me, RIDEANIM_NORMAL)
end
if v.noteDown == -1 then
if entity_isUnderWater(me) then
entity_doFriction(me, dt, 450)
end
end
--updateRideAnim(me, RIDEANIM_NORMAL)
--[[
entity_clearVel(v.n)
entity_addVel(v.n, entity_velx(me), entity_vely(me))
]]--
end
entity_handleShotCollisions(me)
end
function hitSurface(me)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
if not v.riding then
entity_setMaxSpeedLerp(me, 1, 1)
end
v.avoidCollisionsTimer = 0
elseif entity_isState(me, STATE_DEAD) then
stopRide(me)
elseif entity_isState(me, STATE_RACE) then
v.curNode = 0
setRideSpeed(me)
v.racePath = entity_getNearestNode(me, "RACE")
elseif entity_isState(me, STATE_RESTART) then
entity_clearVel(me)
entity_setPosition(me, v.startx, v.starty)
entity_setStateTime(me, 0.1)
end
end
function damage(me, attacker, bone, damageType, dmg)
return true
end
function songNote(me, note)
if v.riding then
--debugLog("noteUp!")
v.noteDown = note
local amt = 0.6
if note == 0 then
v.dirx, v.diry = 0, 1
elseif note == 1 then
v.dirx, v.diry = 1, 1
elseif note == 2 then
v.dirx, v.diry = 1, 0
elseif note == 3 then
v.dirx, v.diry = 1,-1
elseif note == 4 then
v.dirx, v.diry = 0,-1
elseif note == 5 then
v.dirx, v.diry = -1,-1
elseif note == 6 then
v.dirx, v.diry = -1, 0
elseif note == 7 then
v.dirx, v.diry = -1, 1
else
debugLog("Sour note! (impossible)")
v.dirx, v.diry = 0, 0
return
end
v.dirx, v.diry = vector_setLength(v.dirx, v.diry, amt)
end
end
function songNoteDone(me, note)
--debugLog("songNoteDone function")
if note == v.noteDown then
--debugLog("noteDone!")
v.dirx = 0
v.diry = 0
v.noteDown = -1
end
end
function exitState(me)
if entity_isState(me, STATE_SURFACE) then
entity_rotate(me, 0, 1)
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_RESTART) then
entity_setState(me, STATE_WAIT)
end
end
function shiftWorlds(me, old, new)
if v.riding then
if new == WT_SPIRIT then
entity_setRiding(v.n, 0)
cam_toEntity(v.n)
elseif new == WT_NORMAL then
if entity_isEntityInRange(me, v.n, 64) then
entity_setRiding(v.n, me)
cam_toEntity(me)
else
overrideZoom(0)
v.riding = false
entity_stopAllAnimations(v.n)
entity_idle(v.n)
entity_setRiding(v.n, 0)
entity_setMaxSpeedLerp(me, 1, 1)
end
end
end
end