mirror of
https://github.com/AquariaOSE/Aquaria.git
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239 lines
5 KiB
Lua
239 lines
5 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.sleepLoc = 0
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v.held = 0
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v.held2 = 0
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v.seen = false
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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, "Clam")
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entity_setAllDamageTargets(me, false)
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--entity_generateCollisionMask(me)
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entity_setState(me, STATE_IDLE)
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entity_setActivation(me, AT_CLICK, 128, 512)
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v.sleepLoc = entity_getBoneByName(me, "SleepLoc")
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bone_alpha(v.sleepLoc)
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loadSound("clam-open")
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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 update(me, dt)
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if not v.seen and entity_isEntityInRange(me, v.n, 700) then
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if chance(50) then
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emote(EMOTE_NAIJAGIGGLE)
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else
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emote(EMOTE_NAIJAWOW)
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end
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v.seen = true
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end
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if isForm(FORM_BEAST) then
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entity_setActivationType(me, AT_CLICK)
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else
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entity_setActivationType(me, AT_NONE)
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end
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--[[
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entity_handleShotCollisionsSkeletal(me)
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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entity_updateMovement(me, dt)
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]]--
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if v.held ~= 0 then
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entity_setPosition(v.held, bone_getWorldPosition(v.sleepLoc))
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entity_rotate(v.held, bone_getWorldRotation(v.sleepLoc))
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entity_clearVel(v.held)
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end
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if v.held2 ~= 0 then
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local bx, by = bone_getWorldPosition(v.sleepLoc)
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entity_setPosition(v.held2, bx-20, by-20)
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entity_rotate(v.held2, bone_getWorldRotation(v.sleepLoc))
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entity_clearVel(v.held2)
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end
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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_CLOSE) then
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entity_animate(me, "close")
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elseif entity_isState(me, STATE_OPEN) then
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playSfx("clam-open")
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entity_setStateTime(me, entity_animate(me, "open"))
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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_OPEN) 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 damage(me, attacker, bone, damageType, dmg)
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return false
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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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end
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function songNoteDone(me, note)
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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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-- sleep
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v.n = getNaija()
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local l = 0
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if hasLi() then
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l = getLi()
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end
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esetv(v.n, EV_LOOKAT, 0)
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local saveCombat = getFlag(FLAG_LICOMBAT)
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if l ~= 0 then
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fade2(1, 0.5, 1, 1, 1)
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watch(0.5)
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setFlag(FLAG_LICOMBAT, 0)
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entity_setState(l, STATE_PUPPET)
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entity_setPosition(l, entity_x(v.n), entity_y(v.n))
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fade2(0, 0.5, 1, 1, 1)
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end
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entity_idle(v.n)
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if entity_isfh(me) and entity_isfh(v.n) then
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entity_fh(v.n)
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elseif not entity_isfh(me) and not entity_isfh(v.n) then
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entity_fh(v.n)
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end
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entity_clearVel(v.n)
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watch(0.1)
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local x, y = bone_getWorldPosition(v.sleepLoc)
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entity_setPosition(v.n, x, y, 1)
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watch(1)
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if l ~= 0 then
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entity_clearVel(l)
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entity_setPosition(l, x, y, 1)
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end
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v.held = v.n
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entity_clearVel(v.n)
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--entity_rotate(held, bone_getWorldRotation(v.sleepLoc), 1)
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emote(EMOTE_NAIJASIGH)
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entity_animate(v.n, "sleep", -1, LAYER_OVERRIDE)
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watch(1)
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if l ~= 0 then
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if entity_fh(v.n) and entity_fh(l) then
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entity_fh(l)
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elseif entity_fh(v.n) and not entity_fh(l) then
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entity_fh(l)
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end
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entity_clearVel(l)
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v.held2 = l
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--entity_rotate(l, bone_getWorldRotation(v.sleepLoc), 1)
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entity_animate(l, "sleep", -1)
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watch(1)
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end
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entity_setState(me, STATE_CLOSE)
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watch(1.5)
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musicVolume(0.25, 1)
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fade(1, 1)
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watch(1)
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local nd = entity_getNearestNode(me, "CLAMCAM")
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if nd ~= 0 then
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cam_toNode(nd)
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end
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watch(1)
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fade(0.5, 1)
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watch(1)
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--entity_heal(v.n, 20)
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-- do sleep wait for input thing
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while (not isLeftMouse()) and (not isRightMouse()) do
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watch(FRAME_TIME)
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entity_heal(v.n, FRAME_TIME)
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end
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musicVolume(1, 1)
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fade(0, 2)
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entity_setState(me, STATE_OPEN)
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watch(0.5)
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cam_toEntity(v.n)
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entity_idle(v.n)
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entity_animate(v.n, "slowWakeUp")
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while entity_isAnimating(v.n) do
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watch(FRAME_TIME)
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end
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local nx, ny = entity_getNormal(me)
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nx,ny = vector_setLength(nx, ny, 200)
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entity_idle(v.n)
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entity_addVel(v.n, nx, ny)
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entity_rotateToVel(v.n)
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entity_animate(v.n, "burst")
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if l ~= 0 then
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entity_setState(l, STATE_IDLE)
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setFlag(FLAG_LICOMBAT, saveCombat)
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end
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esetv(v.n, EV_LOOKAT, 1)
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entity_setInternalOffset(l, 0, 0, 0.5)
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--entity_animate(v.n, "wakeUp")
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--watch(1)
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v.held = 0
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v.held2 = 0
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end
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