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Aquaria/files/scripts/entities/greenseadragon.lua

256 lines
6.4 KiB
Lua

-- Copyright (C) 2007, 2010 - Bit-Blot
--
-- This file is part of Aquaria.
--
-- Aquaria is free software; you can redistribute it and/or
-- modify it under the terms of the GNU General Public License
-- as published by the Free Software Foundation; either version 2
-- of the License, or (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
--
-- See the GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program; if not, write to the Free Software
-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
if not v then v = {} end
if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
v.dir = 0
v.dirTimer = 0
v.attackDelay = 2
v.fireDelay = 0
v.n = 0
v.dodgePhase = 0
v.bone_body = 0
v.rideTimer = 0
v.maxRideTime = 20
v.throwOffTimer = 0
v.maxThrowOffTime = 15
local STATE_THROWOFF = 1000
v.roarDelay = 0
v.aggro = 0
v.firstSeen = true
function init(me)
setupBasicEntity(
me,
"", -- texture
64, -- health
1, -- manaballamount
1, -- exp
1, -- money
32, -- collideRadius
STATE_IDLE, -- initState
0, -- sprite width
0, -- sprite height
0, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
3000
)
entity_initSkeletal(me, "GreenSeaDragon")
entity_generateCollisionMask(me)
entity_animate(me, "idle", LOOP_INF)
entity_setMaxSpeed(me, 800)
v.fireLoc = entity_getBoneByName(me, "FireLoc")
bone_alpha(v.fireLoc)
entity_setDeathParticleEffect(me, "GreenSeaDragonExplode")
bone_setSegs(entity_getBoneByName(me, "Weeds1"), 2, 16, 0.5, 0.3, -0.018, 0, 12, 1)
bone_setSegs(entity_getBoneByName(me, "Weeds2"), 2, 16, 0.5, 0.3, -0.018, 0, 12, 1)
v.bone_body = entity_getBoneByName(me, "Body")
entity_setCullRadius(me, 1024)
loadSound("greenseadragon-die")
loadSound("greenseadragon-roar")
loadSound("greenseadragon-fire")
entity_setDeathSound(me, "greenseadragon-die")
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
end
function dieNormal(me)
if chance(5) then
spawnIngredient("SpicyRoll", entity_getPosition(me))
else
if chance(10) then
spawnIngredient("SpecialBulb", entity_getPosition(me))
else
if chance(10) then
spawnIngredient("Poultice", entity_getPosition(me))
else
for i=1,3,1 do
spawnIngredient("PlantLeaf", entity_getPosition(me))
end
end
end
end
end
function update(me, dt)
--entity_handleShotCollisions(me)
--entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0, 1000)
if not isForm(FORM_FISH) then
v.aggro = 1
elseif isForm(FORM_FISH) and not entity_isEntityInRange(me, v.n, 1024) then
v.aggro = 0
end
if v.firstSeen and entity_isTargetInRange(me, 800) then
v.roarDelay = v.roarDelay - dt
if v.roarDelay < 0 then
playSfx("greenseadragon-roar")
shakeCamera(6, 3)
v.roarDelay = 5 + math.random(3)
avatar_fallOffWall()
end
--v.firstSeen = false
end
--[[
if dir == 0 then
entity_addVel(me, -100*dt, 0)
else
entity_addVel(me, 100*dt, 0)
end
v.dirTimer = v.dirTimer - dt
if v.dirTimer < 0 then
v.dirTimer = 1
if dir == 0 then
dir = 1
else
dir = 0
end
end
]]--
v.dodgePhase = v.dodgePhase + dt
if v.dodgePhase > 6 then
v.dodgePhase = 0
end
if entity_isTargetInRange(me, 256)
and v.aggro == 1 then
entity_moveTowardsTarget(me, dt, -1000)
elseif entity_isTargetInRange(me, 1024)
and v.aggro == 1 then
entity_moveTowardsTarget(me, dt, 500)
end
if v.dodgePhase > 3 then
--entity_doSpellAvoidance(me, dt, 128, 0.5)
end
entity_doCollisionAvoidance(me, dt, 4, 1.0)
if (math.abs(entity_x(v.n) - entity_x(me)) > 140) then
entity_flipToEntity(me, v.n)
end
if entity_isState(me, STATE_IDLE)
and v.aggro == 1 then
v.attackDelay = v.attackDelay - dt
if v.attackDelay < 0 then
entity_setState(me, STATE_ATTACK)
end
elseif entity_isState(me, STATE_ATTACK) then
v.fireDelay = v.fireDelay - dt
if v.fireDelay < 0 then
v.fireDelay = 0.2
local vx, vy = bone_getNormal(v.fireLoc)
local x, y = bone_getWorldPosition(v.fireLoc)
local s = createShot("GreenSeaDragon", me, entity_getTarget(me), x, y)
shot_setAimVector(s, vx, vy)
--local s = entity_fireAtTarget(me, "", 1, 100, 0, 3, 32, 0, 0, vx, vy, x, y)
--shot_setNice(s, "Shots/HotEnergy", "HeatTrailSmall", "HeatHit")
end
elseif entity_isState(me, STATE_THROWOFF) then
local range = 5 + v.throwOffTimer * 10
if range > 30 then
range = 30
end
entity_offset(me, math.random(range/2)-range, math.random(range/2)-range)
v.throwOffTimer = v.throwOffTimer + dt * math.random(3)
if v.throwOffTimer > v.maxThrowOffTime then
avatar_fallOffWall()
entity_moveTowards(v.n, entity_x(me), entity_y(me), 1, -2000)
entity_moveTowards(me, entity_x(v.n), entity_y(v.n), 1, -1200)
end
end
entity_updateMovement(me, dt)
local ent = entity_getBoneLockEntity(v.n)
if ent == me then
v.rideTimer = v.rideTimer + dt
if v.rideTimer > v.maxRideTime and not entity_isState(me, STATE_THROWOFF) then
entity_setState(me, STATE_THROWOFF)
end
else
if entity_isState(me, STATE_THROWOFF) then
entity_setState(me, STATE_IDLE)
end
v.rideTimer = 0
end
local bone = entity_collideSkeletalVsCircle(me, v.n)
if avatar_isBursting() and bone == v.bone_body and entity_setBoneLock(v.n, me, bone) then
else
entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0, 1000)
end
entity_handleShotCollisionsSkeletal(me)
end
function hitSurface(me)
end
function enterState(me, state)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_ATTACK) then
entity_setStateTime(me, entity_animate(me, "attack"))
v.attackDelay = 0.5 + math.random(150)/100.0
v.fireDelay = 0.3
elseif entity_isState(me, STATE_THROWOFF) then
v.throwOffTimer = v.throwOffTimer - 5
if v.throwOffTimer < 0 then
v.throwOffTimer = 0
end
elseif entity_isState(me, STATE_DEAD) then
shakeCamera(10, 3)
end
end
function exitState(me, state)
if entity_isState(me, STATE_ATTACK) then
entity_setState(me, STATE_IDLE)
end
end
function damage(me)
v.rideTimer = v.rideTimer + 1.5
v.aggro = 1
return true
end