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Aquaria/game_scripts/scripts/entities/creatorform6.lua

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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.n = 0
local STATE_STEPFORE = 1000
local STATE_STEPBACK = 1001
local STATE_ATTACK1 = 1002
local STATE_ATTACK2 = 1003
local STATE_ATTACK3 = 1004
local STATE_BACKHANDATTACK = 1005
local STATE_MOUTHATTACK = 1006
local STATE_SPAWNNAIJA = 1007
local STATE_SCENEGHOST = 1010
v.maxLeft = 0
v.maxRight = 0
v.stepDelay = 0
v.attackDelay = 0
v.eye = 0
v.hand = 0
v.forearm = 0
v.socket = 0
v.neck = 0
v.backHand = 0
v.tongue = 0
v.li = 0
v.shieldHits = 3 --9
v.hits = 3 -- 3
v.camNode = 0
v.camBone = 0
v.chestMonster = 0
v.chestShield = 0
v.eyeCover = 0
v.eyeSocket = 0
v.eyeSpiral = 0
v.eyeCoverHits = 24
local PHASE_HASLI = 0
local PHASE_FINAL = 1
v.phase = PHASE_HASLI
v.attackPhase = 0
local function enterFinalPhase(me)
debugLog("setting phase to final")
playSfx("naijali1")
setFlag(FLAG_LI, 100)
entity_setState(v.li, STATE_IDLE, -1, true)
v.phase = PHASE_FINAL
v.chestMonster = createEntity("chestmonster", "", entity_x(me), entity_y(me))
playSfx("licage-shatter")
bone_alpha(v.chestShield, 0, 2)
v.attackPhase = 0
end
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "CreatorForm6")
--entity_setAllDamageTargets(me, false)
entity_setCull(me, false)
entity_generateCollisionMask(me)
entity_setState(me, STATE_IDLE)
entity_scale(me, 2, 2)
v.eye = entity_getBoneByName(me, "Eye")
v.hand = entity_getBoneByName(me, "Hand")
v.forearm = entity_getBoneByName(me, "Forearm")
v.socket = entity_getBoneByName(me, "Socket")
v.neck = entity_getBoneByName(me, "Neck")
v.chestShield = entity_getBoneByName(me, "chestshield")
v.eyeSocket = entity_getBoneByName(me, "eyesocket")
v.eyeCover = entity_getBoneByName(me, "eyecover")
entity_setTargetRange(me, 2000)
bone_setVisible(v.eyeSocket, 0)
v.backHand = entity_getBoneByName(me, "BackHand")
v.tongue = entity_getBoneByName(me, "tongue")
bone_setAnimated(v.eye, ANIM_POS)
v.camBone = v.eye
v.li = getLi()
esetv(me, EV_SOULSCREAMRADIUS, -1)
setFlag(FLAG_LI, 200)
loadSound("licage-crack1")
loadSound("licage-crack2")
loadSound("licage-shatter")
loadSound("creatorform6-die3")
loadSound("hellbeast-shot-skull")
entity_setDamageTarget(me, DT_AVATAR_PET, false)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
local node = getNode("MAXLEFT")
v.maxLeft = node_x(node)
local node = getNode("MAXRIGHT")
v.maxRight = node_x(node)
v.camNode = getNode("CAM")
if v.li == 0 then
-- create li
v.li = createEntity("Li")
setLi(v.li)
end
entity_setState(v.li, STATE_TRAPPEDINCREATOR, -1, true)
end
v.pd = 0
function update(me, dt)
if entity_isState(me, STATE_WAIT) then
return
end
if entity_isState(me, STATE_TRANSITION) or entity_isState(me, STATE_SCENEGHOST) then
local bx, by = bone_getWorldPosition(v.camBone)
node_setPosition(v.camNode, bx, by)
cam_toNode(v.camNode)
v.pd = v.pd + dt
if v.pd > 0.2 then
spawnParticleEffect("TinyRedExplode", bx-500+math.random(1000), by-500 + math.random(1000))
v.pd = 0
end
return
end
entity_updateMovement(me, dt)
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
--[[
if avatar_isBursting() and bone ~= v.hand and bone ~= v.forearm and entity_setBoneLock(v.n, me, bone) then
else
]]--
-- puuush
--entity_addVel(v.n, -800, 0)
local bx, by = bone_getWorldPosition(bone)
local x, y = entity_getPosition(v.n)
x = x - bx
y = y - by
x,y = vector_setLength(x, y, 2000)
entity_clearVel(v.n)
entity_addVel(v.n, x, y)
x,y = vector_setLength(x, y, 8)
entity_setPosition(v.n, entity_x(v.n) + x -20, entity_y(v.n) + y)
--if bone == v.hand or bone == v.forearm then
entity_damage(v.n, me, 1)
avatar_fallOffWall()
--end
--entity_addVel(v.n, -400, 0)
--end
end
overrideZoom(0.45)
if entity_isState(me, STATE_IDLE) then
v.stepDelay = v.stepDelay + dt
if v.stepDelay > 2 then
v.stepDelay = 0
if entity_x(me) > v.maxLeft and chance(50) then
entity_setState(me, STATE_STEPFORE)
elseif entity_x(me) < v.maxRight then
entity_setState(me, STATE_STEPBACK)
end
end
if v.phase == PHASE_HASLI then
v.attackDelay = v.attackDelay + dt
if v.attackDelay > 4 then
v.attackDelay = 0
if v.attackPhase == 0 then
entity_setState(me, STATE_BACKHANDATTACK)
elseif v.attackPhase == 1 then
entity_setState(me, STATE_SPAWNNAIJA)
elseif v.attackPhase == 2 then
entity_setState(me, STATE_MOUTHATTACK)
end
v.attackPhase = v.attackPhase + 1
if v.attackPhase > 2 then
v.attackPhase = 0
end
end
end
if v.phase == PHASE_FINAL then
v.attackDelay = v.attackDelay + dt
if v.attackDelay > 4 then
v.attackDelay = 0
if v.attackPhase == 0 then
entity_setState(v.chestMonster, STATE_OPEN)
v.attackDelay = -3
elseif v.attackPhase == 1 then
entity_setState(me, STATE_BACKHANDATTACK)
elseif v.attackPhase == 2 then
-- spawn aleph ???
elseif v.attackPhase == 3 then
end
v.attackPhase = v.attackPhase + 1
if v.attackPhase > 1 then
v.attackPhase = 0
end
end
end
end
local dist = 270
local bx, by = bone_getWorldPosition(v.eye)
if entity_y(v.n) > by + dist then
bone_rotate(v.eye, -25, 0.5)
elseif entity_y(v.n) < by - dist then
bone_rotate(v.eye, 35, 0.5)
else
bone_rotate(v.eye, 0, 0.5)
end
if v.li ~= 0 and v.phase == PHASE_HASLI then
entity_setPosition(v.li, bone_getWorldPosition(v.socket))
end
if v.phase == PHASE_FINAL then
if v.chestMonster ~= 0 then
entity_setPosition(v.chestMonster, bone_getWorldPosition(v.socket))
end
end
if v.eyeSpiral ~= 0 then
local bx,by = bone_getWorldPosition(v.eyeSocket)
entity_setPosition(v.eyeSpiral, bx-64, by)
end
entity_clearTargetPoints(me)
if v.phase == PHASE_HASLI then
if bone_isVisible(v.eyeCover) then
entity_addTargetPoint(me, bone_getWorldPosition(v.eyeCover))
end
end
end
v.stepTime = 2
local function flash()
end
v.incut = false
function enterState(me)
if v.incut then return end
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_STEPFORE) then
entity_setPosition(me, entity_x(me)-600, entity_y(me), v.stepTime, 0, 0, 0)
entity_setStateTime(me, v.stepTime)
elseif entity_isState(me, STATE_STEPBACK) then
entity_setPosition(me, entity_x(me)+600, entity_y(me), v.stepTime, 0, 0, 0)
entity_setStateTime(me, v.stepTime)
elseif entity_isState(me, STATE_ATTACK1) then
entity_setStateTime(me, entity_animate(me, "attack1"))
elseif entity_isState(me, STATE_TRANSITION) then
if v.chestMonster ~= 0 then
entity_delete(v.chestMonster)
v.chestMonster = 0
end
bone_setAnimated(v.eye, ANIM_ALL)
v.incut = true
--entity_setStateTime(me, entity_animate(me, "die"))
--entity_setStateTime(me, 22)
-- 22
-- gets picked up by node FINALBOSSDEATH
--[[
flash() entity_animate(me, "die1", -1)
watch(7)
flash() entity_animate(me, "die2", -1)
watch(5)
flash() entity_animate(me, "die3", -1)
watch(9)
entity_setStateTime(me, 0.01)
]]--
v.incut = false
elseif entity_isState(me, STATE_SCENEGHOST) then
debugLog("ghost")
v.incut = true
v.incut = false
elseif entity_isState(me, STATE_WAIT) then
debugLog("wait")
elseif entity_isState(me, STATE_BACKHANDATTACK) then
entity_setStateTime(me, entity_animate(me, "backHandAttack"))
elseif entity_isState(me, STATE_MOUTHATTACK) then
entity_setStateTime(me, entity_animate(me, "mouthattack"))
elseif entity_isState(me, STATE_SPAWNNAIJA) then
entity_setStateTime(me, entity_animate(me, "spawnthing"))
end
end
function exitState(me)
if entity_isState(me, STATE_STEPFORE) or entity_isState(me, STATE_STEPBACK) or entity_isState(me, STATE_ATTACK1) then
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_TRANSITION) then
--entity_setState(me, STATE_SCENEGHOST)
elseif entity_isState(me, STATE_SCENEGHOST) then
disableInput()
fade(1, 2, 0, 0, 0)
elseif entity_isState(me, STATE_BACKHANDATTACK) then
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_MOUTHATTACK) then
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_SPAWNNAIJA) then
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
--[[
if v.phase == PHASE_HASLI then
if damageType == DT_ENEMY_CREATOR then
debugLog("damage type is dt_enemy_creator")
if bone == v.socket then
v.shieldHits = v.shieldHits - dmg
bone_damageFlash(bone)
if v.shieldHits <= 0 then
enterFinalPhase(me)
end
end
end
end
]]--
if damageType == DT_ENEMY_BEAM then
return false
end
if bone == v.eyeCover then
bone_damageFlash(v.eyeCover)
v.eyeCoverHits = v.eyeCoverHits - dmg
playSfx("licage-crack1")
if v.eyeCoverHits <= 0 then
bone_setVisible(v.eyeCover, 0)
bone_setVisible(v.eyeSocket, 1)
playSfx("licage-shatter")
v.eyeSpiral = createEntity("eyespiral", "", bone_getWorldPosition(v.eyeSocket))
end
end
if v.phase == PHASE_FINAL then
if damageType == DT_AVATAR_DUALFORMNAIJA then
v.hits = v.hits - 1
for i = 0,10 do
bone_damageFlash(entity_getBoneByIdx(me, i))
end
playSfx("creatorform6-die3")
if v.hits <= 0 then
entity_setState(me, STATE_TRANSITION)
end
end
end
return false
end
function animationKey(me, key)
if entity_isState(me, STATE_BACKHANDATTACK) then
if key == 4 or key == 5 or key == 6 or key == 7 or key == 8 then
-- create entity
debugLog("Creating entity")
local bx, by = bone_getWorldPosition(v.backHand)
local vx, vy = entity_getPosition(getNaija())
vx = vx - bx
vy = vy - by
--local e = createEntity("cf6-shot", "", bx, by)
local s = createShot("creatorform6-hand", me, getNaija(), bx, by)
shot_setAimVector(s, vx, vy)
end
elseif entity_isState(me, STATE_MOUTHATTACK) then
if key == 4 or key == 5 or key == 6 or key == 7 or key == 8 or key == 9 or key == 10 then
local bx, by = bone_getWorldPosition(v.tongue)
local vx, vy = entity_getPosition(getNaija())
vx = vx - bx
vy = vy - by
local s = createShot("creatorform6-hand", me, getNaija(), bx, by)
shot_setAimVector(s, vx, vy)
end
elseif entity_isState(me, STATE_SPAWNNAIJA) then
if key == 5 then -- key == 3 or
local bx, by = bone_getWorldPosition(v.hand)
spawnParticleEffect("tinyredexplode", bx, by)
createEntity("mutantnaija", "", bx, by)
end
end
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end
function msg(me, msg)
if msg == "eye" then
v.camBone = v.eye
elseif msg == "neck" then
v.camBone = v.neck
end
if msg == "eyedied" then
enterFinalPhase(me)
end
if msg == "eyepopped" then
fade2(1, 0, 1, 1, 1)
fade2(0, 1, 1, 1, 1)
playSfx("creatorform6-die3")
v.eyeSpiral = 0
setSceneColor(1, 0, 0, 0)
setSceneColor(1, 1, 1, 4)
entity_animate(me, "eyehurt", 0, 1)
end
end