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Aquaria/files/scripts/entities/_unused/cc_missingmom.lua

131 lines
2.8 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
--crying in house
v.n = 0
v.curNote = 1
v.notes = { 1, 3, 4, 5, 1, 3, 4, 2, 1, 3, 4, 0 }
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_NEUTRAL)
entity_initSkeletal(me, "CC")
entity_setAllDamageTargets(me, false)
entity_scale(me, 0.5, 0.5)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
if isFlag(FLAG_SUNKENCITY_BOSS, 1) then
entity_delete(me)
elseif getFlag(FLAG_SUNKENCITY_PUZZLE) > 1 then
local gfNode = getNode("GFGARDEN")
local gf = createEntity("CC_GF", "", node_x(gfNode), node_y(gfNode))
entity_delete(me)
else
entity_setState(me, STATE_IDLE)
end
end
v.done = false
v.inScene = false
local function cutScene(me)
if v.inScene then return end
v.done = true
v.inScene = true
-- mother arrives, sings song in loop
msg("You sang the song!")
entity_idle(v.n)
cam_toEntity(me)
watch(1)
-- girlfriend shows up
local gfNode = getNode("GFAPPEAR")
local gf = createEntity("CC_GF", "", node_x(gfNode), node_y(gfNode))
cam_toEntity(gf)
entity_alpha(gf, 0)
entity_alpha(gf, 1, 2)
watch(2)
entity_moveToNode(gf, getNode("GFGARDEN"), SPEED_NORMAL)
entity_animate(gf, "float", -1)
entity_watchForPath(gf)
entity_animate(gf, "idle", -1)
watch(1)
cam_toEntity(v.n)
setFlag(FLAG_SUNKENCITY_PUZZLE, 2)
cam_toEntity(v.n)
entity_delete(me)
v.inScene = false
end
function update(me, dt)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "cry", -1)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
return false
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
if isFlag(FLAG_SUNKENCITY_PUZZLE, 1) then
if v.notes[v.curNote] == note then
debugLog("note match")
v.curNote = v.curNote + 1
if v.curNote >= 13 then
cutScene(me)
end
else
debugLog("note fail")
v.curNote = 1
end
end
end
function song(me, song)
end
function activate(me)
end