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Aquaria/files/scripts/entities/abyssoctopus.lua

172 lines
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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.beam = 0
v.delay = 0
v.bone_eyes = 0
v.cr = 70
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "AbyssOctopus")
--entity_generateCollisionMask(me)
entity_setCollideRadius(me, v.cr)
entity_setState(me, STATE_IDLE)
local angle = 360
if chance(50) then
angle = -angle
end
entity_rotate(me, angle, 10, -1)
bone_setSegs(entity_getBoneByName(me, "Tentacles-Front"), 2, 16, 0.6, 0.6, -0.03, 0, 6, 1)
bone_setSegs(entity_getBoneByName(me, "Tentacles-Back"), 2, 16, 0.6, 0.6, -0.04, 0, 6, 1)
entity_setHealth(me, 12)
entity_setDeathScene(me, true)
--entity_setDeathParticleEffect(me, "BigRedExplode")
entity_setDamageTarget(me, DT_ENEMY_BEAM, false)
v.bone_eyes = entity_getBoneByName(me, "Eyes")
v.delay = -math.random(2)
entity_setUpdateCull(me, 1024)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function update(me, dt)
entity_handleShotCollisions(me)
--local bone = entity_collideSkeletalVsCircle(me, v.n)
entity_updateMovement(me, dt)
entity_moveTowardsTarget(me, dt, 100)
entity_doEntityAvoidance(me, dt, 128, 1)
entity_doCollisionAvoidance(me, dt, 8, 0.5)
if entity_isState(me, STATE_IDLE) then
if v.beam == 0 then
v.delay = v.delay + dt
if v.delay > 3 then
v.delay = 0
entity_setState(me, STATE_CHARGE1)
entity_setUpdateCull(me, 3000)
--entity_animate(me, "charge")
end
else
beam_setAngle(v.beam, entity_getRotation(me)-180)
beam_setPosition(v.beam, entity_getPosition(me))
v.delay = v.delay + dt
if v.delay >= 3 then
entity_setUpdateCull(me, 1024)
v.delay = 0
beam_delete(v.beam)
v.beam = 0
bone_setColor(v.bone_eyes, 1, 1, 1, 1)
end
end
end
if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0) then
if avatar_isBursting() and entity_setBoneLock(v.n, me) then
else
local x, y = entity_getVectorToEntity(me, v.n, 800)
entity_addVel(v.n, x, y)
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
spawnParticleEffect("BigRedExplode", entity_getPosition(me))
entity_animate(me, "die")
if v.beam ~= 0 then
beam_delete(v.beam)
v.beam = 0
end
bone_setColor(v.bone_eyes, 0, 0, 0, 2)
entity_rotate(me, entity_getRotation(me), 1)
entity_setPosition(me, entity_x(me), entity_y(me)+1024, 4, 0, 0, 1)
entity_setWeight(me, 200)
entity_setStateTime(me, 2)
entity_scale(me, 0.3, 0.6, 4)
elseif entity_isState(me, STATE_DEAD) then
elseif entity_isState(me, STATE_CHARGE1) then
bone_setColor(v.bone_eyes, 1, 0, 0, 1)
entity_stopInterpolating(me)
--bone_setColor(v.bone_eyes, 1, 0, 0, 1)
entity_animate(me, "charge")
entity_setStateTime(me, 0.5)
entity_sound(me, "EnergyOrbCharge")
---playSfx("EnergyOrbCharge")
end
end
function exitState(me)
if entity_isState(me, STATE_CHARGE1) then
entity_sound(me, "PowerUp")
entity_sound(me, "FizzleBarrier")
v.beam = createBeam(0, 0, entity_getRotation(me)-180)
beam_setTexture(v.beam, "particles/Beam")
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_DEATHSCENE) then
entity_scale(me, 0.1, 0.1)
spawnParticleEffect("BigRedExplode", entity_getPosition(me))
end
end
function damage(me, attacker, bone, damageType, dmg)
return true
end
function animationKey(me, key)
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end