1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2024-11-26 18:23:49 +00:00
Aquaria/files/scripts/entities/chomper.lua

231 lines
6.5 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
-- ================================================================================================
-- C H O M P E R
-- ================================================================================================
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.startX = 0
v.startY = 0
v.startRot = 0
v.dir = 0
v.biteDelay = 0
v.bD = 1.67 -- Time before bite
v.doneDelay = 0
v.dD = 1.32 -- Time after bite
v.maxSpeed = 890
-- ================================================================================================
-- F U N C T I O N S
-- ================================================================================================
function init(me)
setupBasicEntity(
me,
"Chomper/Body", -- texture
14, -- health
1, -- manaballamount
1, -- exp
1, -- money
64, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
256, -- sprite width
256, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
1800 -- updateCull -1: disabled, default: 4000
)
entity_setDeathParticleEffect(me, "Explode")
entity_setDropChance(me, 11)
entity_initSkeletal(me, "Chomper")
v.glow = entity_getBoneByName(me, "EyeGlow")
v.body = entity_getBoneByName(me, "Body")
entity_setEntityType(me, ET_ENEMY)
entity_generateCollisionMask(me)
entity_setCullRadius(me, 420) -- Skeletal sprites ain't got auto cull yet (says Alec)
bone_alpha(v.glow, 0.21)
bone_scale(v.glow, 0.12, 0.12)
entity_setMaxSpeed(me, v.maxSpeed)
entity_initEmitter(me, 0, "ChomperLunge")
end
function postInit(me)
entity_setState(me, STATE_IDLE)
v.startX, v.startY = entity_getPosition(me)
v.startRot = entity_getRotation(me)
-- FLIP HORIZONTALLY IF THERE'S A FLIP NODE
local node = entity_getNearestNode(me, "FLIP")
if node ~=0 then
if node_isEntityIn(node, me) then
entity_fh(me)
v.dir = 1
end
end
end
function update(me, dt)
-- SET TARGET TO BODY
entity_clearTargetPoints(me)
local x,y = bone_getWorldPosition(v.body)
entity_addTargetPoint(me, x, y)
entity_findTarget(me, 808)
if not entity_hasTarget(me) then
bone_alpha(v.glow, 0.21, 0.89)
bone_scale(v.glow, 0.12, 0.12, 0.89)
v.biteDelay = v.bD
else
bone_alpha(v.glow, 0.89, 0.26)
bone_scale(v.glow, 1, 1, 0.26)
if entity_getState(me) == STATE_OPEN then
bone_alpha(v.glow, 0.93, 0.64)
bone_scale(v.glow, 1.8, 1.8, 0.56)
-- Aim a bit before bite
entity_rotateToEntity(me, getNaija(), 2.8, 90 +(v.dir*-180))
end
-- TIME BETWEEN BITES
if v.biteDelay > 0 then v.biteDelay = v.biteDelay - dt
else v.biteDelay = 0 end
if v.biteDelay == 0 then
if entity_isState(me, STATE_IDLE) then entity_setState(me, STATE_OPEN) end
v.biteDelay = v.bD
end
end
-- WAIT A MOMENT BEFORE RETURNING TO START POSITION
if entity_getState(me) == STATE_DONE then
if v.doneDelay > 0 then v.doneDelay = v.doneDelay - dt
else v.doneDelay = 0 end
if v.doneDelay == 0 then entity_setState(me, STATE_CLOSE) end
end
-- DON'T UPDATE MOVEMENT IF CHOMPER'S SLIDING BACK TO HOME POSITION
if entity_getState(me) == STATE_CLOSE then
local closeX, closeY = entity_getPosition(me)
if closeX == v.startX and closeY == v.startY then
entity_setState(me, STATE_IDLE)
end
else
-- UPDATE MOVEMENT
entity_doFriction(me, dt, 654)
entity_updateMovement(me, dt)
end
-- UPDATE COLLISIONS
if entity_getState(me) == STATE_ATTACK then entity_touchAvatarDamage(me, 124, 3.2, 1337)
else entity_touchAvatarDamage(me, 98, 1.2, 789) end -- Could make skeletal as well...
entity_handleShotCollisionsSkeletal(me)
end
function enterState(me)
if entity_getState(me) == STATE_IDLE then
entity_animate(me, "idle", LOOP_INF)
v.biteDelay = v.bD
entity_clearVel(me)
entity_setMaxSpeed(me, 0)
elseif entity_getState(me) == STATE_OPEN then
entity_setStateTime(me, entity_animate(me, "open"))
entity_setNaijaReaction(me, "shock")
elseif entity_getState(me) == STATE_ATTACK then
entity_setStateTime(me, entity_animate(me, "attack"))
entity_setMaxSpeed(me, v.maxSpeed)
entity_setMaxSpeedLerp(me, 7.9) -- Increased biteyness
entity_setMaxSpeedLerp(me, 0.76, 0.38)
elseif entity_getState(me) == STATE_DONE then
entity_animate(me, "idle", LOOP_INF)
entity_rotateTo(me, v.startRot, 3.21)
elseif entity_getState(me) == STATE_CLOSE then
-- Go back home, Chomper!
entity_setPosition(me, v.startX, v.startY, 2, 0, 0, 1)
end
end
function animationKey(me, key)
if entity_getState(me) == STATE_ATTACK and key == 0 then
entity_sound(me, "Bite", 543 + math.random(123))
-- THRUST IN PROPER DIRECTION
if v.dir == 0 then
local thrustX, thrustY = entity_getAimVector(me, 270, (v.maxSpeed*10), 0)
entity_addVel(me, thrustX, thrustY)
else
local thrustX, thrustY = entity_getAimVector(me, 270, (v.maxSpeed*10), 1)
entity_addVel(me, thrustX, thrustY)
end
spawnParticleEffect("ChomperLunge", entity_x(me), entity_y(me))
entity_startEmitter(me, 0)
shakeCamera(3.2, 0.54)
end
end
function exitState(me)
if entity_getState(me) == STATE_OPEN then
entity_setState(me, STATE_ATTACK)
elseif entity_getState(me) == STATE_ATTACK then
entity_setState(me, STATE_DONE)
v.doneDelay = v.dD
entity_stopEmitter(me, 0)
end
end
function damage(me, attacker, bone, damageType, dmg)
if bone == v.body then
return true
end
return false
end
function dieNormal(me)
if chance(75) then
spawnIngredient("SpicyMeat", entity_x(me), entity_y(me))
end
end