mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-27 02:33:50 +00:00
271 lines
7.7 KiB
Lua
271 lines
7.7 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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-- Merman / Thin
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-- ================================================================================================
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v.swimTime = 0
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v.swimTimer = v.swimTime - v.swimTime/4
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v.spiritLoop = 0
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v.spiritDir = 1
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v.leftHand = 0
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v.rightHand = 0
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local STATE_HANG = 1000
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local STATE_SWIM = 1001
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local STATE_BURST = 1002
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local STATE_SPIRIT = 1003
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local STATE_SPIRITCHARGE = 1004
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local STATE_FIRING = 1005
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local STATE_DYING= 1006
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local STATE_WAIT = 1007
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v.fireDelay = 0
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v.burstDelay = 0
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v.spiritDelay = 0
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v.shotDelay = 0
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function init(me)
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-- 20 hp
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setupBasicEntity(me,
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"", -- texture
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50, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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40, -- 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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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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1, -- 0/1 hit other entities off/on (uses collideRadius)
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4000 -- updateCull -1: disabled, default: 4000
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)
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entity_initSkeletal(me, "Priest")
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--entity_generateCollisionMask(me)
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entity_setCollideRadius(me, 32)
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entity_setDeathParticleEffect(me, "PriestExplode")
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entity_scale(me, 0.6, 0.6)
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v.leftHand = entity_getBoneByName(me, "LeftHand")
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v.rightHand = entity_getBoneByName(me, "RightHand")
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entity_setState(me, STATE_WAIT)
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entity_setBeautyFlip(me, false)
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entity_setCullRadius(me, 1024)
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-- damage targets set in setState
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end
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function update(me, dt)
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if entity_isState(me, STATE_SPIRITCHARGE) then
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if not entity_isAnimating(me) then
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entity_setState(me, STATE_SPIRIT, 5)
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end
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entity_doFriction(me, dt, 200)
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end
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if entity_hasTarget(me) then
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local amt = 800
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if v.burstDelay > 0 then
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v.burstDelay = v.burstDelay - dt
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end
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if entity_isState(me, STATE_SPIRIT) then
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--entity_doSpellAvoidance(me, dt, 128, 0.5)
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if v.spiritLoop > 0 then
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v.spiritLoop = v.spiritLoop - dt
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entity_moveTowardsTarget(me, dt, 1000)
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entity_moveAroundTarget(me, dt, 1000, v.spiritDir)
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if v.spiritLoop < 0 then
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v.spiritLoop = 0
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entity_setMaxSpeedLerp(me, 2, 0.2)
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--entity_moveTowardsTarget(me, 1, 800)
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end
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entity_doCollisionAvoidance(me, dt, 12, 0.5)
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if v.spiritLoop == 0 then
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entity_sound(me, "Merman-Cry", 1800+math.random(100))
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entity_setMaxSpeedLerp(me, 1.5)
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entity_moveTowardsTarget(me, 1, 5000)
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end
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else
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entity_moveTowardsTarget(me, dt, 1000)
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end
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entity_rotateToVel(me, 0.05)
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entity_flipToVel(me)
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entity_touchAvatarDamage(me, 32, 1, 1200)
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else
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if entity_isState(me, STATE_IDLE) then
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entity_flipToEntity(me, getNaija())
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end
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entity_touchAvatarDamage(me, 16, 0, 1200)
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entity_updateCurrents(me, dt)
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end
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if entity_isState(me, STATE_FIRING) then
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v.shotDelay = v.shotDelay - dt
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if v.shotDelay < 0 then
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local vx, vy = bone_getNormal(v.leftHand)
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local px, py = bone_getPosition(v.rightHand)
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--entity_fireAtTarget(me, "", 1, 800, 1000, 3, 32, px-entity_x(me), py-entity_y(me), vx, vy)
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local s = createShot("Priest", me, entity_getTarget(me), px, py)
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shot_setAimVector(s, vx, vy)
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v.shotDelay = 0.2
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end
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entity_doFriction(me, dt, 400)
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end
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if not entity_isState(me, STATE_WAIT) then
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entity_handleShotCollisions(me)
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end
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if entity_isState(me, STATE_IDLE) then
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v.timer = v.timer + dt
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if v.timer > 5 then
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-- attack
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end
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if entity_hasTarget(me) then
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if entity_isTargetInRange(me, 200) then
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entity_moveTowardsTarget(me, dt, -400)
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entity_doSpellAvoidance(me, dt, 512, 0.5)
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else
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entity_moveTowardsTarget(me, dt, 800)
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end
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entity_doCollisionAvoidance(me, dt, 12, 0.5)
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end
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entity_doEntityAvoidance(me, dt, 256, 0.1)
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end
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if entity_isState(me, STATE_IDLE) then
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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entity_setState(me, STATE_FIRING, 2)
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v.fireDelay = 4
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end
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v.spiritDelay = v.spiritDelay - dt
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if v.spiritDelay < 0 then
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entity_setState(me, STATE_SPIRITCHARGE)
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v.spiritDelay = 2 + math.random(3)
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end
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end
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if not entity_isState(me, STATE_SPIRITCHARGE) then
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entity_doFriction(me, dt, 100)
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end
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entity_updateMovement(me, dt)
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else
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entity_findTarget(me, 900)
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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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if entity_isState(me, STATE_WAIT) then
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return false
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end
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if entity_isState(me, STATE_SPIRIT) or entity_isState(me, STATE_DYING) then
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return false
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end
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if entity_getHealth(me) <= dmg then
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entity_setState(me, STATE_DYING, 2.5)
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return false
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end
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return true
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end
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function enterState(me)
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v.timer = 0
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if entity_getState(me)==STATE_IDLE then
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entity_setMaxSpeedLerp(me, 1, 0.5)
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entity_setAllDamageTargets(me, true)
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entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
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entity_setDamageTarget(me, DT_ENEMY, false)
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entity_setDamageTarget(me, DT_AVATAR_SHOCK, true)
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entity_setProperty(me, EP_MOVABLE, false)
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entity_setMaxSpeed(me, 600)
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entity_animate(me, "idle", LOOP_INF)
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entity_rotate(me, 0, 0.5)
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elseif entity_isState(me, STATE_WAIT) then
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entity_setAllDamageTargets(me, false)
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entity_alpha(me,0.05)
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entity_animate(me, "idle", -1)
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elseif entity_getState(me)==STATE_SWIM then
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elseif entity_isState(me, STATE_DYING) then
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entity_animate(me, "dying", LOOP_INF)
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entity_alpha(me, 0.5, entity_getStateTime(me))
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elseif entity_isState(me, STATE_SPIRIT) then
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entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
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entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
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if math.random(100) > 50 then
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v.spiritDir = 0
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else
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v.spiritDir = 1
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end
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entity_animate(me, "spirit", LOOP_INF)
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entity_setMaxSpeed(me, 800)
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entity_alpha(me, 0.5, 0.5)
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v.spiritLoop = 3.5
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elseif entity_isState(me, STATE_SPIRITCHARGE) then
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entity_flipToEntity(me, getNaija())
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entity_setColor(me, 0.6, 0.6, 1, 2)
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entity_animate(me, "charge")
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elseif entity_isState(me, STATE_FIRING) then
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entity_flipToEntity(me, getNaija())
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entity_animate(me, "firing")
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elseif entity_getState(me)==STATE_BURST then
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v.burstDelay = 6
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entity_animate(me, "burst")
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entity_doSpellAvoidance(me, 1, 256, 1.0)
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entity_doEntityAvoidance(me, 1, 256, 1.0)
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entity_doCollisionAvoidance(me, 1, 256, 1.0)
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elseif entity_isState(me, STATE_APPEAR) then
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entity_setStateTime(me, 3)
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entity_alpha(me, 1, 1)
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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_BURST) or entity_isState(me, STATE_FIRING) then
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_DYING) then
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--entity_setState(me, STATE_IDLE)
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entity_setHealth(me, 0)
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entity_setState(me, STATE_DEAD)
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--entity_damage(me, me, 5, DT_ENEMY_ENERGYBLAST)
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elseif entity_isState(me, STATE_SPIRIT) then
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entity_setMaxSpeedLerp(me, 1, 0.2)
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entity_setColor(me, 1,1,1, 1)
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entity_alpha(me, 1, 1)
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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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