mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-29 08:15:46 +00:00
246 lines
6.8 KiB
Lua
246 lines
6.8 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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-- AGGRO HOPPER
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-- ================================================================================================
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-- specific
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local STATE_JUMP = 1000
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local STATE_TRANSITION = 1001
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local STATE_JUMPPREP = 1002
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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.moveTimer = 0
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v.rotateOffset = 0
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v.mouthOpen = 0
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v.fireDelay = 2
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local STATE_FIREPREP = 1003
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local STATE_FIRE = 1004
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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--[[
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function land(me)
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entity_clampToSurface(me)
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entity_rotateToSurfaceNormal(me, 0.1)
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end
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]]--
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function init(me)
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v.jumpDelay = 0+math.random(3)
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setupBasicEntity(
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me,
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"", -- texture
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8, -- health
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2, -- manaballamount
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2, -- exp
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10, -- money
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50, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- sprite height
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1, -- particle "explosion" type, 0 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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3000, -- updateCull -1: disabled, default: 4000
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1
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)
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entity_initSkeletal(me, "Toad")
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entity_setDeathParticleEffect(me, "TinyBlueExplode")
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--land(me)
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entity_clampToSurface(me)
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entity_setState(me, STATE_IDLE)
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v.mouthOpen = entity_getBoneByName(me, "Head-MouthOpen")
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bone_alpha(v.mouthOpen, 0)
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entity_setInternalOffset(me, 0, -20)
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entity_setEatType(me, EAT_FILE, "BouncyBall")
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entity_setDropChance(me, 0, 1)
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esetv(me, EV_WALLOUT, 16)
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--entity_setBounce(0)
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end
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function update(me, dt)
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if entity_getState(me)==STATE_IDLE then
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--entity_moveAlongSurface(me, dt, 0.5, 6, 16)
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--entity_switchSurfaceDirection(me)
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entity_rotateToSurfaceNormal(me, 0.1)
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if not(entity_hasTarget(me)) then
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entity_findTarget(me, 1200)
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else
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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v.fireDelay = math.random(2)+0.75
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entity_setState(me, STATE_FIREPREP)
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end
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if entity_isTargetInRange(me, 600) then
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v.jumpDelay = v.jumpDelay - dt
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if entity_getHealth(me) < 3 then
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v.jumpDelay = v.jumpDelay - dt*2
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end
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if v.jumpDelay < 0 then
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v.jumpDelay = 3+math.random(2)
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entity_setState(me, STATE_JUMPPREP)
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end
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end
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end
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elseif entity_getState(me)==STATE_JUMPPREP then
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if not entity_isAnimating(me) then
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entity_setState(me, STATE_JUMP)
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end
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elseif entity_getState(me)==STATE_JUMP then
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entity_updateCurrents(me, dt)
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entity_updateMovement(me, dt*1.5)
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elseif not(entity_getState(me)==STATE_TRANSITION) then
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--entity_updateMovement(me, dt)
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end
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entity_handleShotCollisions(me)
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if entity_hasTarget(me) then
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entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 500)
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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_IDLE) and chance(20) then
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entity_setState(me, STATE_JUMPPREP)
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end
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if damageType == DT_AVATAR_BITE then
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entity_changeHealth(me, -999) -- -4
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end
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return true
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end
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--[[
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function hitSurface(me)
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if entity_getState(me)==STATE_JUMP then
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entity_clampToSurface(me, 0.1) -- (0.1)
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entity_moveAlongSurface(me, 0, 1, 6, 24)
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entity_setState(me, STATE_IDLE)
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end
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end
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]]--
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v.bounces = 0
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function hitSurface(me)
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local cx, cy = getLastCollidePosition()
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spawnParticleEffect("HitSurface", cx, cy)
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if entity_getState(me)==STATE_JUMP then
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--local nx, ny = getWallNormal(cx, cy)
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--if ny < 0 then
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if entity_checkSurface(me, 6, STATE_IDLE, -1) then
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end
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--[[
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if entity_isNearObstruction(me, 4, OBSCHECK_DOWN) then
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land(me)
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entity_setState(me, STATE_IDLE)
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else
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v.bounces = v.bounces + 1
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if v.bounces > 8 then
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land(me)
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entity_setState(me, STATE_IDLE)
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end
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end
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]]--
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end
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end
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v.weight = 600
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function enterState(me)
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if entity_getState(me)==STATE_IDLE then
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entity_setWeight(me, 0)
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entity_animate(me, "idle", LOOP_INF)
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entity_setMaxSpeed(me, v.weight)
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entity_clearVel(me)
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--entity_adjustPositionBySurfaceNormal(me, 16)
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elseif entity_isState(me, STATE_TRANSITION) then
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entity_rotateToSurfaceNormal(me, 0.1)
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entity_setWeight(me, 0)
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entity_clearVel(me)
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elseif entity_getState(me)==STATE_JUMPPREP then
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entity_animate(me, "jumpPrep")
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elseif entity_getState(me)==STATE_JUMP then
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v.bounces = 0
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entity_setWeight(me, v.weight)
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entity_animate(me, "jump")
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v.rotateOffset = 0
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--entity_applySurfaceNormalForce(me, 800)
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local force = 1200
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if entity_x(getNaija()) < entity_x(me) then
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entity_addVel(me, -force, -force*0.75)
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else
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entity_addVel(me, force, -force*0.75)
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end
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entity_adjustPositionBySurfaceNormal(me, 64)
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entity_rotate(me, 0, 1)
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elseif entity_isState(me, STATE_FIREPREP) then
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entity_animate(me, "idle", LOOP_INF)
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bone_alpha(v.mouthOpen, 1, 0.1)
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entity_setStateTime(me, 0.5)
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elseif entity_isState(me, STATE_FIRE) then
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local spd = 700
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--local homing = 100
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--local s = entity_fireAtTarget(me, "", 1, spd, 0, 0, 32)
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local s = createShot("BouncyBall", me, entity_getTarget(me))
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local vx = 0
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local vy = 0
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if chance(50) then
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vx, vy = entity_getAimVector(me, -20, 1)
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else
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vx, vy = entity_getAimVector(me, 20, 1)
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end
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shot_setAimVector(s, vx, vy)
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shot_setOut(s, 96)
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--[[
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shot_setNice(s, "Shots/BouncyBall", "BouncyBallTrail", "BouncyBallHit")
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shot_setBounceType(s, BOUNCE_REAL)
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shot_setVel(s, vx, vy)
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]]--
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entity_setStateTime(me, 0.5)
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bone_alpha(v.mouthOpen, 0, 0.1)
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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_TRANSITION then
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_FIREPREP) then
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entity_setState(me, STATE_FIRE)
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elseif entity_isState(me, STATE_FIRE) then
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bone_alpha(v.mouthOpen, 0, 0.2)
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entity_setState(me, STATE_IDLE)
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end
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end
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