mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-27 02:33:50 +00:00
304 lines
7.1 KiB
Lua
304 lines
7.1 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.dir = -1
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v.ing = 0
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v.mouthState = 0
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local MOUTH_IDLE = 0
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local MOUTH_OPEN = 1
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local MOUTH_CLOSED = 2
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local STATE_SPIT = 1000
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v.holding = 0
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v.bite = 0
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v.eyeglow = 0
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "grouper")
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--entity_setAllDamageTargets(me, false)
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entity_setCollideRadius(me, 128)
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entity_setHealth(me, 24)
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--entity_setEntityLayer(me, 1)
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entity_offset(me, 0, -40)
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entity_offset(me, 0, 40, 3, -1, 1, 1)
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entity_setState(me, STATE_IDLE)
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v.eyeglow = entity_getBoneByName(me, "glow")
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bone_setBlendType(v.eyeglow, BLEND_ADD)
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bone_alpha(v.eyeglow, 0)
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v.bite = entity_getBoneByName(me, "bite")
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bone_alpha(v.bite, 0)
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esetv(me, EV_ENTITYDIED, 1)
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entity_setCullRadius(me, 800)
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loadSound("grouper")
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loadSound("grouper-hurt")
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loadSound("grouper-die")
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entity_setDeathSound(me, "grouper-die")
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entity_setDeathScene(me, true)
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entity_setDeathParticleEffect(me, "tinygreenexplode")
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--entity_addVel(me, randVector(500))
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end
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local function doSetRenderPass(me, pass)
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for i=0,5 do if i ~= 1 then bone_setRenderPass(entity_getBoneByIdx(me, i), pass) end end
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end
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local function closeMouth(me)
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entity_stopAllAnimations(me)
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entity_animate(me, "idle", -1)
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entity_animate(me, "close", 0, 1)
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v.mouthState = MOUTH_IDLE
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debugLog("set render pass 0")
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doSetRenderPass(me, 0)
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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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end
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function entityDied(me, theIng)
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if theIng == v.ing then
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entity_stopAllAnimations(me)
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entity_animate(me, "idle", -1)
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entity_animate(me, "close", 0, 1)
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v.ing = 0
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end
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end
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local function checkMouth(me)
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local bx, by = bone_getWorldPosition(v.bite)
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if v.mouthState == MOUTH_OPEN then
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if entity_isPositionInRange(v.n, bx, by, 96) then
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v.holding = v.n
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closeMouth(me)
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entity_setState(me, STATE_WAIT, 2, 1)
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v.ing = 0
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debugLog("set render pass 3")
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doSetRenderPass(me, 3)
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end
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end
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end
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function update(me, dt)
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entity_updateMovement(me, dt)
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--[[
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--entity_addVel(me, v.dir*100*dt, 0)
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entity_doCollisionAvoidance(me, dt, 32, 0.1)
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entity_doCollisionAvoidance(me, dt, 16, 0.1)
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if math.abs(entity_velx(me)) < 100 or math.abs(entity_vely(me)) < 100 then
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entity_addVel(me, randVector(500))
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end
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entity_flipToVel(me)
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]]--
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local bx, by = bone_getWorldPosition(v.bite)
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if entity_isState(me, STATE_IDLE) then
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if v.ing == 0 then
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v.ing = entity_getNearestEntity(me, "", 1024, ET_INGREDIENT, 0)
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entity_setMaxSpeedLerp(me, 0.01, 0.2)
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v.mouthState = MOUTH_IDLE
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else
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entity_doCollisionAvoidance(me, dt, 16, 0.5)
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--debugLog(string.format("ing: %s", entity_getName(v.ing)))
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if v.mouthState ~= MOUTH_OPEN then
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spawnParticleEffect("bubble-release", bx, by)
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entity_animate(me, "open", 0, 1)
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v.mouthState = MOUTH_OPEN
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debugLog("set render pass 3")
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doSetRenderPass(me, 3)
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entity_sound(me, "grouper")
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end
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entity_moveTowards(me, entity_x(v.ing)-64, entity_y(v.ing), dt, 2000)
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if entity_isPositionInRange(me, entity_x(v.ing), entity_y(v.ing), 128) then
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entity_sound(me, "gulp")
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entity_delete(v.ing)
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v.ing = 0
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entity_stopAllAnimations(me)
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entity_animate(me, "idle", -1)
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entity_animate(me, "close", 0, 1)
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end
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entity_setMaxSpeedLerp(me, 2, 0.2)
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checkMouth(me)
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end
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elseif entity_isState(me, STATE_OPEN) then
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checkMouth(me)
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end
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if v.ing == 0 then
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if v.mouthState == MOUTH_OPEN then
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closeMouth(me)
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entity_setState(me, STATE_IDLE)
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end
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end
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if v.holding ~= 0 then
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entity_setPosition(v.holding, bx, by)
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end
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if v.holding ~= 0 and not (entity_isState(me, STATE_WAIT) or entity_isState(me, STATE_SPIT)) then
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entity_setState(me, STATE_SPIT, 1)
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end
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if v.holding == 0 and v.ing == 0 and v.mouthState ~= MOUTH_OPEN then
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doSetRenderPass(me, 0)
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end
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entity_doCollisionAvoidance(me, dt, 10, 0.5)
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entity_flipToVel(me)
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if entity_isState(me, STATE_IDLE) then
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if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0) then
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if v.mouthState ~= MOUTH_OPEN and avatar_isBursting() and entity_setBoneLock(v.n, me) then
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-- yay!
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else
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local x, y = entity_getVectorToEntity(me, v.n, 1000)
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entity_addVel(v.n, x, y)
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end
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end
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end
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entity_handleShotCollisions(me)
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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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entity_animate(me, "idle", -1)
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elseif entity_isState(me, STATE_SPIT) then
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local bx, by = bone_getWorldPosition(v.bite)
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spawnParticleEffect("bubble-release", bx, by)
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entity_animate(me, "open2", 0, 1)
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if v.holding ~= 0 then
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entity_clearVel(v.holding)
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if entity_isfh(me) then
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entity_push(v.holding, 5000, 0, 2, 5000, 0.5)
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entity_addVel(v.holding, 5000, 0)
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else
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entity_push(v.holding, -5000, 0, 2, 5000, 0.5)
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entity_addVel(v.holding, -5000, 0)
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end
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end
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v.holding = 0
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elseif entity_isState(me, STATE_WAIT) then
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entity_setMaxSpeedLerp(me, 0, 2)
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elseif entity_isState(me, STATE_OPEN) then
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if entity_getBoneLockEntity(getNaija()) == me then
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avatar_fallOffWall()
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end
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if v.mouthState ~= MOUTH_OPEN then
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local bx, by = bone_getWorldPosition(v.bite)
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spawnParticleEffect("bubble-release", bx, by)
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entity_animate(me, "open", 0, 1)
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v.mouthState = MOUTH_OPEN
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debugLog("set render pass 3")
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doSetRenderPass(me, 3)
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end
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elseif entity_isState(me, STATE_DEATHSCENE) then
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entity_scale(me, 0, 0, 2)
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entity_setStateTime(me, 2)
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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_WAIT) then
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entity_setState(me, STATE_SPIT, 1)
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elseif entity_isState(me, STATE_SPIT) then
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closeMouth(me)
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_OPEN) then
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closeMouth(me)
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v.mouthState = MOUTH_IDLE
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entity_setState(me, STATE_IDLE)
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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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entity_sound(me, "grouper-hurt")
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v.n = getNaija()
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entity_setMaxSpeedLerp(me, 2, 0)
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entity_setMaxSpeedLerp(me, 0, 2)
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entity_moveTowards(me, entity_x(v.n), entity_y(v.n), 1, -3000)
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return true
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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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bone_alpha(v.eyeglow, 0.5, 1)
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bone_setColor(v.eyeglow, getNoteColor(note))
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end
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function songNoteDone(me, note, timer)
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if timer > 1 then
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entity_setState(me, STATE_OPEN, 2)
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end
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bone_alpha(v.eyeglow, 0, 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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