mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-27 02:33:50 +00:00
247 lines
6.6 KiB
Lua
247 lines
6.6 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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-- ================================================================================================
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-- H U G G Y
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-- ================================================================================================
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-- entity specific
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local STATE_ATTACHED = 1000
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local STATE_FLYOFF = 1001
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.eyes = 0
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v.noteDown = -1
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v.attachBone = 0
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v.rollTime = 0
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v.healDelay = 0
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v.healInterval = 0.5
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v.healAmount = 1/60.0
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-- ================================================================================================
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-- F U N C T I O N S
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-- ================================================================================================
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function init(me)
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v.color = math.random(8)-1
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v.angle = randAngle360()
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v.swimTime = 0.60 + math.random(40)/100
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v.swimTimer = v.swimTime * 0.76
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v.maxRollTime = math.random(12)/30.0 + 0.45
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setupBasicEntity(
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me,
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"Huggy/Head", -- texture
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2, -- health
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2, -- manaballamount
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1, -- exp
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0, -- money
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16, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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64, -- sprite width
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64, -- sprite height
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0, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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1500, -- updateCull -1: disabled, default: 4000
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1
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)
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entity_setDeathParticleEffect(me, "TinyGreenExplode")
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entity_setDropChance(me, 21)
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) -- Stop Li from shooting at huggys!
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entity_initSkeletal(me, "Huggy")
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v.eyes = entity_getBoneByName(me, "Eyes")
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local size = 0.77 + (math.random(15)*0.01)
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entity_scale(me, size, size)
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entity_initHair(me, 32*size, 2, 40*size, "Huggy/Tail2")
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entity_exertHairForce(me, 0, 400, 1)
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local r,g,b = getNoteColor(v.color)
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bone_setColor(v.eyes, r, g, b)
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entity_setState(me, STATE_IDLE)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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end
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function update(me, dt)
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local boost = 315
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if entity_getState(me)==STATE_IDLE then
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if not entity_hasTarget(me) then
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if v.noteDown == v.color then
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entity_findTarget(me, 550)
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end
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v.swimTimer = v.swimTimer + dt
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if v.swimTimer > v.swimTime then
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v.swimTimer = v.swimTimer - v.swimTime
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v.angle = v.angle + math.random(180) - 90
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if v.angle > 355 then
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v.angle = v.angle - 355
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elseif v.angle < 0 then
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v.angle = v.angle + 355
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end
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entity_moveTowardsAngle(me, v.angle, 1, boost)
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entity_doEntityAvoidance(me, dt, 64, 0.2)
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entity_rotateToVel(me, 0.4)
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end
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entity_doCollisionAvoidance(me, dt, 6, 0.5)
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else
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v.swimTimer = v.swimTimer + dt
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if v.swimTimer > v.swimTime then
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entity_moveTowardsTarget(me, 1, boost*4)
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entity_doEntityAvoidance(me, 1, 64, 0.1)
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v.swimTimer = v.swimTimer - v.swimTime
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else
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entity_moveTowardsTarget(me, dt, boost/3)
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entity_doEntityAvoidance(me, dt, 64, 0.1)
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entity_doCollisionAvoidance(me, dt, 4, 0.2)
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end
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if entity_isTargetInRange(me, 32) then
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entity_setState(me, STATE_ATTACHED)
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elseif entity_isTargetInRange(me, 64) then
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entity_moveTowardsTarget(me, 1, boost)
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end
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entity_rotateToVel(me, 0.2)
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entity_findTarget(me, 800)
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end
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elseif entity_getState(me)==STATE_ATTACHED then
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v.healDelay = v.healDelay - dt
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if v.healDelay < 0 then
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v.healDelay = v.healDelay + v.healInterval
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spawnParticleEffect("HuggyHeal", entity_x(me), entity_y(me))
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entity_heal(getNaija(), v.healAmount)
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end
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entity_exertHairForce(me, 0, 4, 1) --tail gravity
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local flyOff = false
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if avatar_isRolling() then
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v.rollTime = v.rollTime + dt
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if v.rollTime > v.maxRollTime then
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flyOff = true
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end
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end
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if isForm(FORM_FISH) then
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flyOff = true
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end
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if flyOff then -- attachBone may no longer be valid!
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entity_setState(me, STATE_FLYOFF, 0.5)
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else
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entity_rotate(me, bone_getWorldRotation(v.attachBone))
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entity_setPosition(me, bone_getWorldPosition(v.attachBone))
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end
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end
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if not entity_isState(me, STATE_ATTACHED) then
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entity_handleShotCollisions(me)
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entity_doFriction(me, dt, 323)
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entity_updateCurrents(me, dt)
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entity_updateMovement(me, dt)
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entity_rotateToVel(me, 0.2)
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v.angle = entity_getRotation(me)
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end
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entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
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entity_updateHair(me, dt)
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end
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function songNote(me, note)
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if getForm()~=FORM_NORMAL then
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return
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end
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v.noteDown = note
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end
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function songNoteDone(me, note)
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v.noteDown = -1
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end
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function enterState(me)
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if entity_getState(me)==STATE_IDLE then
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entity_setEntityType(me, ET_ENEMY)
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esetv(me, EV_LOOKAT,1)
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entity_animate(me, "idle", LOOP_INF)
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entity_setMaxSpeed(me, 400)
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entity_setUpdateCull(me, 1500)
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elseif entity_getState(me)==STATE_ATTACHED then
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entity_setEntityType(me, ET_NEUTRAL)
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esetv(me, EV_LOOKAT,0)
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entity_setMaxSpeed(me, 0)
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entity_setUpdateCull(me, -1)
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entity_animate(me, "attached", LOOP_INF)
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entity_sound(me, "Leach")
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v.attachBone = entity_getNearestBoneToPosition(entity_getTarget(me), entity_getPosition(me))
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elseif entity_isState(me, STATE_FLYOFF) then
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entity_setEntityType(me, ET_ENEMY)
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esetv(me, EV_LOOKAT,1)
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v.attachBone = 0
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v.rollTime = 0
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entity_setMaxSpeed(me, 840)
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entity_addRandomVel(me, 1200)
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entity_setTarget(me, 0)
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end
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end
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function exitState(me)
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if entity_getState(me)==STATE_ATTACHED then
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elseif entity_isState(me, STATE_FLYOFF) then
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entity_setState(me, STATE_IDLE)
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end
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end
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function hitSurface(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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if damageType == DT_AVATAR_BITE then
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entity_setHealth(me, 0)
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end
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return true
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end
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