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Aquaria/game_scripts/scripts/entities/swordfish.lua

240 lines
5.6 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.n = 0
v.attackDelay = 0
v.attacked = 0
v.aggro = 0
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "Swordfish")
entity_generateCollisionMask(me)
entity_setState(me, STATE_IDLE)
entity_setCanLeaveWater(me, true)
entity_setCollideRadius(me, 128)
entity_setUpdateCull(me, 4000)
entity_setDeathParticleEffect(me, "TinyBlueExplode")
entity_setCullRadius(me, 256)
entity_setHealth(me, 12)
loadSound("swordfish-attack")
loadSound("swordfish-die")
entity_setDeathSound(me, "swordfish-die")
end
function postInit(me)
v.n = getNaija()
---entity_setTarget(me, v.n)
end
v.t = 0
local function rotflip(me)
entity_flipToVel(me)
if entity_isfh(me) then
entity_rotateToVel(me, v.t, -90)
else
entity_rotateToVel(me, v.t, 90)
end
end
function update(me, dt)
if not isForm(FORM_FISH) then
v.aggro = 1
end
if v.attacked > 0 then
v.attacked = v.attacked - dt
if v.attacked < 0 then
v.attacked = 0
end
end
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
entity_damage(v.n, me, 1)
local x, y = entity_getVectorToEntity(me, v.n)
entity_addVel(v.n, x*500, y*500)
end
if entity_isState(me, STATE_ATTACK) then
if entity_isEntityInRange(me, v.n, 800) then
entity_moveTowardsTarget(me, dt, 800)
end
end
if entity_isState(me, STATE_CHARGE1) then
end
if entity_isState(me, STATE_IDLE) then
if entity_hasTarget(me) then
entity_moveTowardsTarget(me, dt, 100)
if entity_isUnderWater(me) then
if v.attacked > 0 or entity_isEntityInRange(me, v.n, 512) then
v.attackDelay = v.attackDelay - dt
if v.attackDelay <= 0
and v.aggro == 1 then
--[[
entity_moveTowardsTarget(me, 1, 1000)
entity_flipToEntity(me, v.n)
rotflip(me)
entity_clearVel(me)
]]--
entity_moveTowardsTarget(me, 1, -100)
entity_setState(me, STATE_CHARGE1)
--[[
x, y = entity_getNormal(me)
sw = x
x = -y
y = sw
len = -1000
x = x * len
y = y * len
if entity_collideCircleVsLine(v.n, entity_x(me), entity_y(me), entity_x(me)+x, entity_y(me)+y, 128) then
entity_setState(me, STATE_CHARGE1)
end
]]--
end
end
end
entity_doCollisionAvoidance(me, dt, 8, 0.1)
entity_doCollisionAvoidance(me, dt, 4, 0.5)
entity_doEntityAvoidance(me, dt, 32, 0.2)
--entity_doSpellAvoidance(me, dt, 256, 0.2)
--entity_doSpellAvoidance(me, dt, 128, 0.8)
entity_findTarget(me, 2500)
else
entity_findTarget(me, 1000)
end
end
if not entity_isState(me, STATE_CHARGE1) then
rotflip(me)
end
if entity_isState(me, STATE_CHARGE1) then
local vx = entity_velx(me)
local vy = entity_vely(me)
entity_clearVel(me)
entity_moveTowardsTarget(me, 1, 1000)
rotflip(me)
entity_clearVel(me)
entity_addVel(me, vx, vy)
end
--entity_flipToVel(me)
entity_updateMovement(me, dt)
if entity_checkSplash(me) then
if not entity_isUnderWater(me) then
entity_setMaxSpeedLerp(me, 4)
if entity_velx(me) < 0 then
entity_addVel(me, -300, -500)
else
entity_addVel(me, 300, -500)
end
entity_setWeight(me, 650)
else
--entity_setCanLeaveWater(me, false)
entity_setWeight(me, 0)
end
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
entity_animate(me, "idle", -1)
elseif entity_isState(me, STATE_CHARGE1) then
entity_sound(me, "swordfish-attack")
entity_moveTowardsTarget(me, 1, -1000)
--entity_flipToEntity(me, v.n)
entity_setMaxSpeedLerp(me, 0.75)
entity_setMaxSpeedLerp(me, 0.5, 0.2)
entity_setStateTime(me, entity_animate(me, "attackPrep"))
entity_doGlint(me, "Glint", BLEND_ADD)
--entity_fv(me)
elseif entity_isState(me, STATE_ATTACK) then
--entity_fv(me)
entity_setMaxSpeedLerp(me, 4)
entity_setStateTime(me, entity_animate(me, "attack"))
local x, y = entity_getNormal(me)
local sw = x
x = -y
y = sw
local spd = 3000
entity_moveTowardsTarget(me, 1, spd)
rotflip(me)
end
end
function exitState(me)
if entity_isState(me, STATE_CHARGE1) then
entity_setState(me, STATE_ATTACK)
elseif entity_isState(me, STATE_ATTACK) then
v.attackDelay = math.random(3)+2
entity_setState(me, STATE_IDLE)
entity_setMaxSpeedLerp(me, 1, 1)
end
end
function damage(me, attacker, bone, damageType, dmg)
v.attackDelay = v.attackDelay - dmg * 2
v.attacked = 1
v.aggro = 1
return true
end
function animationKey(me, key)
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 dieNormal(me)
if chance(50) then
spawnIngredient("SwordfishSteak", entity_x(me), entity_y(me))
else
spawnIngredient("FishMeat", entity_x(me), entity_y(me))
end
end