mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-16 14:50:01 +00:00
326 lines
7.8 KiB
Lua
326 lines
7.8 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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-- M A N T I S
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-- ================================================================================================
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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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local STATE_SCREECH = 1000
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local STATE_FIREBOMBS = 1001
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local STATE_FALL = 1002
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local STATE_FLOAT = 1003
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local STATE_SHOOT = 1004
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local STATE_ATTACK = 1005
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local STATE_HURT = 1006
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local STATE_RECOVER = 1007
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local STATE_DIE = 1008
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v.n = 0
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v.fight = false
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v.spawnPoint = 0
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v.phaseDelayTime = 1.5
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v.phaseDelay = v.phaseDelayTime
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v.phase = 0
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local PHASE_NONE = 0
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local PHASE_SHOTS = 2
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local PHASE_FIREBOMBS = 1
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local PHASE_MAX = 2
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v.startx = 0
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v.starty = 0
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v.hits = 3
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v.body = 0
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v.item = 0
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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function init(me)
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setupBasicEntity(
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me,
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"", -- texture
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999, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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32, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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512, -- sprite width
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512, -- 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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5500 -- updateCull -1: disabled, default: 4000
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)
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entity_initSkeletal(me, "mantis")
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entity_animate(me, "idle", -1)
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entity_generateCollisionMask(me)
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entity_setState(me, STATE_IDLE)
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entity_setDeathParticleEffect(me, "TinyGreenExplode")
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entity_setCanLeaveWater(me, true)
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entity_scale(me, 2, 2)
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--entity_setAllDamageTargets(me, false)
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entity_setDamageTarget(me, DT_AVATAR_VINE, true)
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entity_setDamageTarget(me, DT_ENEMY, true)
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entity_setDamageTarget(me, DT_ENEMY_MANTISBOMB, true)
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loadSound("mantis-fall")
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loadSound("mantis-bomb")
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loadSound("mantis-die")
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loadSound("mantis-fire")
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loadSound("mantis-roar")
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v.body = entity_getBoneByName(me, "body")
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v.spawnPoint = entity_getBoneByName(me, "spawnpoint")
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bone_alpha(v.spawnPoint, 0)
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end
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function postInit(me)
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v.n = getNaija()
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v.item = entity_getNearestEntity(me, "healthupgrade4")
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--debugLog(string.format("item: %d", v.item))
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if not entity_isFlag(me, 0) then
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entity_delete(me)
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else
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entity_alpha(v.item, 0)
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end
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v.startx = entity_x(me)
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v.starty = entity_y(me)
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end
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function update(me, dt)
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--entity_updateMovement(me, dt)
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if not v.fight and entity_isEntityInRange(me, v.n, 1400) then
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if not v.cut then
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v.cut = true
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v.fight = true
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entity_idle(v.n)
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playMusic("MiniBoss")
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cam_toEntity(me)
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watch(0.5)
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playSfx("mantis-roar")
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watch(1.5)
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cam_toEntity(v.n)
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v.cut = false
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end
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end
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if v.fight and not entity_isEntityInRange(me, getNaija(), 3800) then
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v.fight = false
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updateMusic()
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v.phase = 0
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end
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if v.fight then
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if entity_isState(me, STATE_IDLE) then
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v.phaseDelay = v.phaseDelay - dt
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if v.phaseDelay < 0 then
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debugLog("phaseDelay 0")
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v.phase = v.phase + 1
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if v.phase == PHASE_FIREBOMBS then
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debugLog("firebombs")
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entity_setState(me, STATE_FIREBOMBS)
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end
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if v.phase == PHASE_MAX then
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v.phase = 0
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end
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v.phaseDelay = v.phaseDelayTime
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end
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end
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end
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if v.fight then
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entity_handleShotCollisionsSkeletal(me)
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if bone ~= 0 then
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entity_touchAvatarDamage(me, 0, 1, 500)
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end
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end
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end
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function hitSurface(me)
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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_offset(me, 0, 0, 0.1)
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entity_animate(me, "idle", -1)
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--[[
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elseif entity_isState(me, STATE_) then
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elseif entity_isState(me, STATE_) then
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]]--
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elseif entity_isState(me, STATE_FIREBOMBS) then
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entity_setStateTime(me, entity_animate(me, "firebombs"))
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elseif entity_isState(me, STATE_FALL) then
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playSfx("mantis-fall")
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entity_animate(me, "hurt", 4, 1)
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local nd = getNode("mantisfall")
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local nx = node_x(nd)
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local ny = node_y(nd)
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entity_setPosition(me, nx, ny, 1)
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entity_setStateTime(me, 6)
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elseif entity_isState(me, STATE_RECOVER) then
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entity_setPosition(me, v.startx, v.starty, 1, 0, 0, 1)
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entity_setStateTime(me, 1)
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for i=1,3 do
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v = entity_getNearestEntity(me, "UberVine")
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if v ~= 0 then
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entity_delete(v)
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end
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end
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elseif entity_isState(me, STATE_HURT) then
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playSfx("mantis-roar")
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entity_offset(me, -10, 0)
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entity_offset(me, 10, 0, 0.1, -1, 1)
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bone_damageFlash(v.body)
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v.hits = v.hits - 1
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shakeCamera(10, 3)
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entity_setStateTime(me, 1)
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elseif entity_isState(me, STATE_DIE) then
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entity_idle(v.n)
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entity_flipToEntity(v.n, me)
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local e = getFirstEntity()
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while e ~= 0 do
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if entity_isName(e, "mantis-bomb") then
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entity_msg(e, "exp")
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watch(0.2)
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end
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e = getNextEntity()
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end
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spawnParticleEffect("gateway-die", entity_x(me), entity_y(me))
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fadeOutMusic(1)
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cam_toEntity(me)
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playSfx("mantis-roar")
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entity_setStateTime(me, entity_animate(me, "die"))
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entity_setFlag(me, 1)
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setFlag(FLAG_MINIBOSS_MANTISSHRIMP, 1)
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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_FIREBOMBS) or entity_isState(me, STATE_RECOVER) then
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entity_setState(me, STATE_IDLE, -1)
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elseif entity_isState(me, STATE_HURT) then
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entity_offset(me, 0, 0, 0.1)
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if v.hits <= 0 then
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entity_setState(me, STATE_DIE)
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else
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entity_setState(me, STATE_RECOVER)
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end
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elseif entity_isState(me, STATE_DIE) then
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playSfx("mantis-die")
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spawnParticleEffect("gateway-die", entity_x(me), entity_y(me))
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cam_toEntity(getNaija())
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entity_delete(me)
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entity_alpha(v.item, 1)
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pickupGem("boss-mantis")
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elseif entity_isState(me, STATE_FALL) then
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entity_setState(me, STATE_RECOVER)
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end
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end
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function animationKey(me, key)
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if entity_isState(me, STATE_FIREBOMBS) then
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if key == 1 or key == 3 or (key == 5 and chance(100)) or (key==6 and chance(50)) then
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local sx, sy = bone_getWorldPosition(v.spawnPoint)
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local e = createEntity("mantis-bomb", "", sx, sy)
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if key == 1 then
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entity_moveTowards(e, entity_x(v.n), entity_y(v.n), 1000, 1)
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else
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entity_addVel(e, math.random(500)-250, 300)
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end
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playSfx("mantis-fire")
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end
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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 damageType == DT_ENEMY_MANTISBOMB then
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--debugLog("MANTIS BOMB DAMAGE TYPE")
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if entity_isState(me, STATE_FALL) then
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entity_setState(me, STATE_HURT)
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shakeCamera(10, 2)
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return false
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end
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end
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if damageType == DT_AVATAR_VINE then
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if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_FIREBOMBS) then
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entity_setState(me, STATE_FALL)
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end
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end
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if damageType == DT_AVATAR_ENERGYBLAST or damageType == DT_AVATAR_SHOCK then
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playNoEffect()
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return false
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end
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return false
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end
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