mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-26 10:13:49 +00:00
497 lines
13 KiB
Lua
497 lines
13 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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-- C R E A T O R , F O R M 4 (beta)
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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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v.n = 0
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v.bone_body = 0
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v.bone_darkLi = 0
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v.hits1 = 4
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v.hits2 = 2
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v.lureNode = 1
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v.lastNodeNum = 0
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v.hideCount = v.hits1
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v.maxSpeed = 505
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v.chaseRange = 690
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v.attackRange = 489
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v.waitToAttack = 0
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v.hitNaija = 0
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-- ================================================================================================
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-- S T A T E S
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-- ================================================================================================
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local STATE_TRAP = 1000
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local STATE_PAIN = 1001
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local STATE_ATTACK = 1002
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local STATE_LUREWAIT = 1003
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local STATE_INTRO = 1004
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local STATE_CHASE = 1005
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local STATE_CREEP = 1006
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-- ================================================================================================
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-- P H A S E S
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-- ================================================================================================
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v.phase = 0
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local PHASE_LURE = 0
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local PHASE_HIDE = 1
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local PHASE_FINAL = 2
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-- ================================================================================================
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-- F U N C T I O N S
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-- ================================================================================================
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "CreatorForm4")
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v.bone_body = entity_getBoneByName(me, "Body")
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v.bone_darkLi = entity_getBoneByName(me, "DarkLi")
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v.bone_leftHand = entity_getBoneByName(me, "LeftHand")
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v.bone_rightHand = entity_getBoneByName(me, "RightHand")
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v.bone_leftLeg1 = entity_getBoneByName(me, "LeftLowerLeg1")
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v.bone_leftLeg2 = entity_getBoneByName(me, "LeftLowerLeg2")
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v.bone_rightLeg1 = entity_getBoneByName(me, "RightLowerLeg1")
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v.bone_rightLeg2 = entity_getBoneByName(me, "RightLowerLeg2")
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entity_generateCollisionMask(me)
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entity_setAllDamageTargets(me, true)
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entity_setBeautyFlip(me, false)
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esetv(me, EV_FLIPTOPATH, 0)
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entity_setCullRadius(me, 700)
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loadSound("CreatorForm4-Hit1")
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loadSound("CreatorForm4-Hit2")
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loadSound("CreatorForm4-Die")
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loadSound("creatorform4-bite")
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esetv(me, EV_MINIMAP, 1)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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end
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function postInit(me)
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entity_setState(me, STATE_INTRO)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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playSfx("CreatorForm4-Die")
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fadeOutMusic(6)
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end
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function update(me, dt)
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overrideZoom(0.60)
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entity_updateMovement(me, dt)
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if entity_isState(me, STATE_IDLE) then
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entity_setState(me, STATE_MOVE)
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end
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if entity_isState(me, STATE_MOVE) then
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entity_setAnimLayerTimeMult(me, 0, 1.89)
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end
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if entity_isState(me, STATE_MOVE) and not entity_isFollowingPath(me) then
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entity_setStateTime(me, 0.1)
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end
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if entity_isState(me, STATE_LUREWAIT) then
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entity_rotateToEntity(me, v.n, 0.1)
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if entity_isEntityInRange(me, v.n, 543) then
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entity_setState(me, STATE_MOVE)
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end
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end
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-- WAITING FOR NAIJA AT A NODE
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if entity_isState(me, STATE_TRAP) then
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-- FACE NAIJA
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if entity_isEntityInRange(me, v.n, 1234) then
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entity_rotateToEntity(me, v.n, 0.23)
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end
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-- ATTAAAACK
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if entity_isEntityInRange(me, v.n, 543) and v.waitToAttack == 1 then
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entity_setState(me, STATE_ATTACK)
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end
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if entity_isEntityInRange(me, v.n, v.attackRange) then
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entity_setState(me, STATE_ATTACK)
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-- CHASE
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elseif entity_isEntityInRange(me, v.n, v.chaseRange) and v.waitToAttack == 0 then
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entity_setState(me, STATE_CHASE)
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end
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end
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if entity_isState(me, STATE_ATTACK) then
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entity_rotateToEntity(me, v.n, 1)
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end
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if entity_isState(me, STATE_CHASE) then
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if entity_isEntityInRange(me, v.n, 210) then
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entity_setState(me, STATE_TRAP)
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end
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--overrideZoom(0.67)
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entity_setAnimLayerTimeMult(me, 0, 0.72)
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entity_moveTowards(me, entity_x(v.n), entity_y(v.n), dt, 432)
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entity_rotateToEntity(me, v.n, 0.21)
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elseif entity_isState(me, STATE_CREEP) then
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entity_setAnimLayerTimeMult(me, 0, 0.64)
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entity_moveTowards(me, entity_x(v.n), entity_y(v.n), dt, 323)
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entity_rotateToEntity(me, v.n, 0.34)
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else
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if entity_getVelLen(me) <= 234 then
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entity_clearVel(me)
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entity_setMaxSpeed(me, 0)
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end
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end
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-- AVOID WALLS
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entity_doCollisionAvoidance(me, dt, 8, 0.32)
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local vecX, vecY = entity_getPosition(me)
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local wallX, wallY = getWallNormal(entity_x(me), entity_y(me), 12)
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if wallX ~= 0 or wallY ~= 0 then
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vecX = vecX + wallX*256
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vecY = vecY + wallY*256
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entity_moveTowards(me, vecX, vecY, dt, 248)
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end
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entity_doFriction(me, dt, 234)
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-- COLLISIONS
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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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-- BITE NAIJA
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if entity_isState(me, STATE_ATTACK) then
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entity_touchAvatarDamage(me, 0, 1, 800)
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v.hitNaija = 1
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--BUMP NAIJA
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else
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entity_touchAvatarDamage(me, 0, 0.1, 321)
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end
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end
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if not entity_isState(me, STATE_INTRO) then
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local r = entity_getDistanceToEntity(me, v.n)
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if r < 800 then
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musicVolume(1, 0.1)
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else
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r = 1 - ((r-800) / 1024)
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if r < 0.3 then
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r = 0.3
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end
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if r > 1 then
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r = 1
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end
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musicVolume(r)
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end
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end
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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_animate(me, "idle", LOOP_INF)
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entity_setAnimLayerTimeMult(me, 0, 1)
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elseif entity_isState(me, STATE_MOVE) then
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shakeCamera(3.4, 2.3)
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entity_animate(me, "crawl", LOOP_INF)
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local node = 0
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local nodeName = ""
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-- MOVING BETWEEN NODES w/ PATHFINDING
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if v.phase == PHASE_LURE then
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nodeName = string.format("L%d", v.lureNode)
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elseif v.phase == PHASE_HIDE then
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local rnd = math.random(9)
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while rnd == v.lastNodeNum do -- While loops are scary
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rnd = math.random(9)
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end
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nodeName = string.format("W%d", rnd)
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v.lastNodeNum = rnd
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elseif v.phase == PHASE_FINAL then
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nodeName = "WFINAL"
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local door
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node = getNode("LIDOOR")
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door = node_getNearestEntity(node, "FinalDoor")
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entity_setState(door, STATE_OPENED, -1, 1)
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node = getNode("LIDOOR2")
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door = node_getNearestEntity(node, "FinalDoor")
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entity_setState(door, STATE_OPENED, -1, 1)
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playSfx("TentacleDoor")
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playSfx("CreatorForm4-hit1")
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end
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node = entity_getNearestNode(me, nodeName)
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entity_swimToNode(me, node, SPEED_FAST2)
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elseif entity_isState(me, STATE_TRAP) then
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entity_setMaxSpeed(me, v.maxSpeed/8)
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entity_animate(me, "idle", LOOP_INF)
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elseif entity_isState(me, STATE_ATTACK) then
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entity_setStateTime(me, entity_animate(me, "attack"))
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v.waitToAttack = 0
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v.hitNaija = 0
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elseif entity_isState(me, STATE_CHASE) then
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entity_setMaxSpeed(me, v.maxSpeed)
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local stateTime = 1.56
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shakeCamera(2.3, stateTime)
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entity_animate(me, "crawl", LOOP_INF)
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entity_setStateTime(me, stateTime)
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elseif entity_isState(me, STATE_CREEP) then
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entity_setMaxSpeed(me, v.maxSpeed/2)
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local stateTime = 1.2
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shakeCamera(2.1, stateTime)
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entity_animate(me, "crawl", LOOP_INF)
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entity_setStateTime(me, stateTime)
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elseif entity_isState(me, STATE_PAIN) then
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if chance(50) then
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playSfx("CreatorForm4-Hit1")
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else
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playSfx("CreatorForm4-Hit2")
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end
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entity_setStateTime(me, entity_animate(me, "pain"))
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elseif entity_isState(me, STATE_TRANSITION) then
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playSfx("CreatorForm4-Die")
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local lastNode = getNode("WFINAL")
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entity_stopInterpolating()
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entity_setPosition(me, node_x(lastNode), node_y(lastNode))
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entity_setPosition(me, node_x(lastNode), node_y(lastNode), 1)
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entity_animate(me, "idle", LOOP_INF)
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entity_rotate(me, 0, 1,0,0,1)
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entity_setStateTime(me, 1)
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entity_idle(v.n)
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disableInput()
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cam_toEntity(me)
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elseif entity_isState(me, STATE_INTRO) then
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entity_scale(me, 0, 0)
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entity_scale(me, 1, 1, 3)
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entity_animate(me, "idle")
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entity_setStateTime(me, 3)
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playMusic("worship3")
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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_MOVE) then
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debugLog("move state ended")
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if v.phase == PHASE_LURE then
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v.lureNode = v.lureNode + 1
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if v.lureNode > 7 then
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v.phase = PHASE_HIDE
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entity_setState(me, STATE_MOVE)
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else
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entity_setState(me, STATE_LUREWAIT)
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end
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elseif v.phase == PHASE_HIDE then
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if v.hideCount <= 0 then
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entity_setState(me, STATE_TRAP)
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v.waitToAttack = 1
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v.hideCount = 0
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else
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v.hideCount = v.hideCount - 1
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entity_setState(me, STATE_MOVE)
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end
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elseif v.phase == PHASE_FINAL then
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entity_setState(me, STATE_TRAP)
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v.waitToAttack = 1
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end
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elseif entity_isState(me, STATE_PAIN) then
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if v.phase == PHASE_HIDE then
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v.hideCount = 4
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entity_setState(me, STATE_MOVE)
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else
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entity_setState(me, STATE_TRAP)
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end
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elseif entity_isState(me, STATE_IDLE) then
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entity_setState(me, STATE_MOVE)
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elseif entity_isState(me, STATE_ATTACK) then
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-- POST ATTACK, MOVE OR HANG BACK?
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if v.hitNaija == 0 and entity_isEntityInRange(me, v.n, v.attackRange) then
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entity_setState(me, STATE_CREEP)
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elseif v.hitNaija == 0 then
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entity_setState(me, STATE_CHASE)
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else
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entity_setState(me, STATE_TRAP)
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end
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elseif entity_isState(me, STATE_CHASE) then
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if entity_isEntityInRange(me, v.n, v.chaseRange) then
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entity_setState(me, STATE_ATTACK)
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else
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entity_setState(me, STATE_TRAP)
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end
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elseif entity_isState(me, STATE_CREEP) then
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entity_setState(me, STATE_ATTACK)
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elseif entity_isState(me, STATE_TRANSITION) then
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entity_idle(v.n)
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enableInput()
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cam_toEntity(v.n)
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local bx, by = bone_getWorldPosition(v.bone_darkLi)
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createEntity("CreatorForm5", "", bx, by)
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entity_alpha(me, 0.6, 3)
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entity_setState(me, STATE_WAIT, 6)
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elseif entity_isState(me, STATE_WAIT) then
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entity_delete(me, 1)
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elseif entity_isState(me, STATE_INTRO) then
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entity_setState(me, STATE_MOVE)
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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 v.phase == PHASE_LURE then return false end
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if entity_isState(me, STATE_PAIN) then return false end
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if bone == v.bone_body then
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bone_damageFlash(bone)
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if v.hits1 > 0 then
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v.hits1 = v.hits1 - 1 --dmg?
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if v.hits1 <= 0 then
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v.phase = PHASE_FINAL
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entity_setState(me, STATE_MOVE)
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else
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entity_setState(me, STATE_PAIN)
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end
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elseif v.hits2 > 0 then
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v.hits2 = v.hits2 - 1 --dmg?
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if v.hits2 <= 0 then
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entity_setState(me, STATE_TRANSITION)
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else
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entity_setState(me, STATE_PAIN)
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end
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end
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end
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return false
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end
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function animationKey(me, key)
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if entity_isState(me, STATE_MOVE) or entity_isState(me, STATE_CHASE) or entity_isState(me, STATE_CREEP) then
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if key == 1 then
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local hX, hY = bone_getWorldPosition(v.bone_rightHand)
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spawnParticleEffect("CreatorForm4HandDust", hX, hY)
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hX, hY = bone_getWorldPosition(v.bone_leftHand)
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spawnParticleEffect("CreatorForm4FootDust", hX, hY)
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hX, hY = bone_getWorldPosition(v.bone_leftLeg1)
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spawnParticleEffect("CreatorForm4FootDust", hX, hY)
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hX, hY = bone_getWorldPosition(v.bone_leftLeg2)
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spawnParticleEffect("CreatorForm4FootDust", hX, hY)
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entity_sound(me, "RockHit")
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elseif key == 3 then
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local hX, hY = bone_getWorldPosition(v.bone_leftHand)
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spawnParticleEffect("CreatorForm4HandDust", hX, hY)
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hX, hY = bone_getWorldPosition(v.bone_rightHand)
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spawnParticleEffect("CreatorForm4FootDust", hX, hY)
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hX, hY = bone_getWorldPosition(v.bone_rightLeg1)
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spawnParticleEffect("CreatorForm4FootDust", hX, hY)
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hX, hY = bone_getWorldPosition(v.bone_rightLeg2)
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spawnParticleEffect("CreatorForm4FootDust", hX, hY)
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entity_sound(me, "RockHit")
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end
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elseif entity_isState(me, STATE_ATTACK) then
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if key == 3 then
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local hX, hY = bone_getWorldPosition(v.bone_leftHand)
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spawnParticleEffect("CreatorForm4FootDust", hX, hY)
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hX, hY = bone_getWorldPosition(v.bone_rightHand)
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spawnParticleEffect("CreatorForm4FootDust", hX, hY)
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hX, hY = bone_getWorldPosition(v.bone_leftLeg1)
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spawnParticleEffect("CreatorForm4FootDust", hX, hY)
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hX, hY = bone_getWorldPosition(v.bone_leftLeg2)
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spawnParticleEffect("CreatorForm4FootDust", hX, hY)
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hX, hY = bone_getWorldPosition(v.bone_rightLeg1)
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spawnParticleEffect("CreatorForm4FootDust", hX, hY)
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hX, hY = bone_getWorldPosition(v.bone_rightLeg2)
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spawnParticleEffect("CreatorForm4FootDust", hX, hY)
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entity_sound(me, "creatorform4-bite")
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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 songNote(me, note)
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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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function activate(me)
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end
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