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Aquaria/game_scripts/scripts/entities/darkjellyfg.lua

230 lines
5.3 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
-- DARK JELLY
v.blupTimer = 0
v.dirTimer = 0
v.blupTime = 3.0
v.sz = 1.0
v.dir = 0
local MOVE_STATE_UP = 0
local MOVE_STATE_DOWN = 1
local MOVE_STATE_AWAY = 2
v.moveState = 0
v.moveTimer = 0
v.velx = 0
v.waveDir = 1
v.waveTimer = 0
v.soundDelay = 0
v.glows = nil
v.n = 0
v.seen = false
local function doIdleScale(me)
entity_scale(me, 1*v.sz, 1.05*v.sz)
entity_scale(me, 1.1*v.sz, 0.95*v.sz, v.blupTime, -1, 1, 1)
end
function init(me)
v.glows = {}
setupBasicEntity(
me,
"", -- texture
60, -- health
2, -- manaballamount
2, -- exp
10, -- money
0, -- collideRadius (for hitting entities + spells)
STATE_IDLE, -- initState
128, -- sprite width
128, -- sprite height
1, -- particle "explosion" type, 0 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
4000, -- updateCull -1: disabled, default: 4000
0
)
entity_initSkeletal(me, "DarkJelly", "DarkJellyFG")
entity_setEntityType(me, ET_NEUTRAL)
entity_setEntityLayer(me, 0)
--entity_initHair(me, 64, 16, 128, "DarkJelly/Tentacles")
doIdleScale(me)
entity_exertHairForce(me, 0, 400, 1)
entity_setState(me, STATE_IDLE)
--entity_setCullRadius(me, -3)
entity_setCull(me, false)
bone_setSegs(entity_getBoneByName(me, "Tentacles"), 4, 32, 0.6, 0.6, -0.028, 0, 0.75, 0)
--[[
for i=1,4 do
v.glows[i] = entity_getBoneByName(me, string.format("Glow%d", i))
bone_alpha(v.glows[i], 0.5)
bone_alpha(v.glows[i], 1, 1, -1, 1, 1)
bone_update(v.glows[i], i*0.25)
end
]]--
entity_setCollideRadius(me, 160)
entity_setInternalOffset(me, 0, 64)
entity_generateCollisionMask(me)
end
function postInit(me)
v.n = getNaija()
entity_update(me, math.random(100)/100.0)
end
function update(me, dt)
--dt = dt * 1.5
local sx,sy = entity_getScale(me)
v.moveTimer = v.moveTimer - dt
if v.moveTimer < 0 then
if v.moveState == MOVE_STATE_DOWN then
v.moveState = MOVE_STATE_UP
entity_setMaxSpeedLerp(me, 1.5, 0.2)
--entity_scale(me, 0.75, 1, 1, 1, 1)
v.moveTimer = 3 + math.random(200)/100.0
--entity_sound(me, "JellyBlup")
elseif v.moveState == MOVE_STATE_UP then
v.velx = math.random(400)+100
if math.random(2) == 1 then
v.velx = -v.velx
end
v.moveState = MOVE_STATE_DOWN
entity_setMaxSpeedLerp(me, 1, 1)
v.moveTimer = 5 + math.random(200)/100.0 + math.random(3)
else
v.moveState = MOVE_STATE_DOWN
end
end
v.waveTimer = v.waveTimer + dt
if v.waveTimer > 2 then
v.waveTimer = 0
if v.waveDir == 1 then
v.waveDir = -1
else
v.waveDir = 1
end
end
if v.moveState == MOVE_STATE_UP then
entity_addVel(me, v.velx*dt, -600*dt)
entity_rotateToVel(me, 8)
elseif v.moveState == MOVE_STATE_DOWN then
entity_addVel(me, 0, 50*dt)
entity_rotateTo(me, 0, 8)
entity_exertHairForce(me, 0, 200, dt*0.6, -1)
entity_doCollisionAvoidance(me, dt, 15, 1)
--entity_doCollisionAvoidance(me, dt, 10, 0.5)
elseif v.moveState == MOVE_STATE_AWAY then
entity_rotateTo(me, 0, 8)
end
entity_doCollisionAvoidance(me, dt, 12, 2)
--[[
entity_doEntityAvoidance(me, dt, 32, 1.0)
entity_doCollisionAvoidance(me, 1.0, 8, 1.0)
entity_updateCurrents(me, dt)
]]--
entity_updateMovement(me, dt)
entity_handleShotCollisions(me)
if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0) then
if avatar_isBursting() and entity_setBoneLock(v.n, me) then
-- yay!
else
local x, y = entity_getVectorToEntity(me, v.n, 1000)
entity_addVel(v.n, x, y)
end
end
if not v.seen and entity_isEntityInRange(me, v.n, 512) then
emote(EMOTE_NAIJAWOW)
v.seen = true
end
--[[
local bx, by = bone_getWorldPosition(entity_getBoneByIdx(me, 0))
entity_setHairHeadPosition(me, bx, by)
entity_updateHair(me, dt*5)
]]--
end
function hitSurface(me)
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_setMaxSpeed(me, 40)
entity_animate(me, "idle", LOOP_INF)
end
end
function damage(me, attacker, bone, damageType, dmg, hx, hy)
if entity_getBoneLockEntity(v.n) == me then
if chance(25) then
if chance(50) then
emote(EMOTE_NAIJALAUGH)
else
emote(EMOTE_NAIJAGIGGLE)
end
end
end
entity_setHealth(me, 60)
entity_setMaxSpeedLerp(me, 10)
entity_setMaxSpeedLerp(me, 1, 10)
v.moveState = MOVE_STATE_AWAY
local vx = entity_x(me) - hx
local vy = entity_y(me) - hy
vx, vy = vector_setLength(vx, vy, 400)
entity_addVel(me, vx, vy)
entity_rotateToVel(me, 2)
return true
end
function exitState(me)
end