mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-26 18:23:49 +00:00
361 lines
8.9 KiB
Lua
361 lines
8.9 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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v.n = 0
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v.body = 0
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v.weakPoint = 0
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v.marker1 = 0
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v.marker2 = 0
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v.attackDelay = 0
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v.attack1Marker = 0
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v.grabbingEntity = 0
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v.dark = 0
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v.inkBlastDelay = 0
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local STATE_ATTACK1 = 1001
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local STATE_BASH = 1002
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v.fireDelay = 0
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v.shot1 = 0
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v.shot2 = 0
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v.shot3 = 0
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v.fireOff = 1
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v.isWeakPointHittable = false
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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, "Octomun")
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v.body = entity_getBoneByName(me, "Body")
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v.weakPoint = entity_getBoneByName(me, "WeakPoint")
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v.marker1 = entity_getBoneByName(me, "Marker1")
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v.marker2 = entity_getBoneByName(me, "Marker2")
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v.attack1Marker = entity_getBoneByName(me, "Attack1Marker")
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bone_alpha(v.attack1Marker, 0)
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v.shot1 = entity_getBoneByName(me, "Shot1")
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v.shot2 = entity_getBoneByName(me, "Shot2")
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v.shot3 = entity_getBoneByName(me, "Shot3")
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--entity_setAllDamageTargets(me, false)
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entity_generateCollisionMask(me)
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entity_setAllDamageTargets(me, false)
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entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
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entity_setCullRadius(me, 1024)
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entity_setState(me, STATE_IDLE)
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entity_setTargetRange(me, 512)
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v.dark = createQuad("Octomun/Dark", 13)
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quad_scale(v.dark, 64, 64)
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quad_alpha(v.dark, 0)
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entity_setUpdateCull(me, 4064)
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loadSound("Octomun-Growl")
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loadSound("Octomun-Hit")
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loadSound("Octomun-Shot")
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loadSound("Octomun-Ink")
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loadSound("BossDieSmall")
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loadSound("BossDieBig")
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loadSound("rotcore-birth")
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entity_setTargetRange(me, 1024)
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entity_setHealth(me, 30)
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entity_setDeathScene(me, true)
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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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v.n = getNaija()
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entity_setTarget(me, v.n)
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end
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local function tentacle1Collision(me)
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if v.grabbingEntity ~= 0 then
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return
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end
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local x1, y1 = bone_getWorldPosition(v.marker2)
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local x2, y2 = bone_getWorldPosition(v.marker1)
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if entity_isPositionInRange(v.n, x2, y2, 96) then
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v.grabbingEntity = v.n
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avatar_fallOffWall()
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entity_idle(v.grabbingEntity)
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entity_animate(v.grabbingEntity, "trapped", LOOP_INF, LAYER_OVERRIDE)
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elseif entity_collideCircleVsLine(v.n, x1, y1, x2, y2, 32) then
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entity_damage(v.n, me, 1)
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end
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end
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v.seen = 0
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v.fired = 0
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v.started = false
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function update(me, dt)
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quad_setPosition(v.dark, entity_getPosition(me))
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overrideZoom(0.6, 0.5)
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entity_handleShotCollisionsSkeletal(me)
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entity_clearTargetPoints(me)
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local bx, by = bone_getWorldPosition(v.weakPoint)
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entity_addTargetPoint(me, bx, by)
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if v.seen == 0 and entity_isEntityInRange(me, v.n, 1000) then
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playSfx("Octomun-Growl")
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v.seen = 1
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end
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if v.seen < 2 and entity_isEntityInRange(me, v.n, 800) then
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emote(EMOTE_NAIJAUGH)
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playMusic("MiniBoss")
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v.started = true
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v.seen = 2
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end
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if not v.started then return end
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if quad_getAlpha(v.dark) < 0.1 then
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v.inkBlastDelay = v.inkBlastDelay + dt
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if v.inkBlastDelay > 20 then
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playSfx("Octomun-Ink")
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spawnParticleEffect("InkBlast", entity_getPosition(me))
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quad_alpha(v.dark, 1, 4)
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v.inkBlastDelay = math.random(5)
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end
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end
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if entity_isState(me, STATE_IDLE) then
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v.attackDelay = v.attackDelay + dt
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if v.attackDelay > 1 then
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if v.grabbingEntity~=0 then
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entity_setState(me, STATE_BASH)
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else
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local x, y = bone_getWorldPosition(v.attack1Marker)
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if entity_x(v.n) < x and entity_y(v.n) > y and entity_x(v.n) > entity_x(me) then
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entity_setState(me, STATE_ATTACK1)
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end
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end
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--[[
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local bx, by = bone_getWorldPosition(v.marker1)
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if entity_isPositionInRange(v.n, bx, by, 128) then
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entity_setState(me, STATE_ATTACK1)
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end
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]]--
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end
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v.fireDelay = v.fireDelay + dt
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if v.fireDelay > 6 and v.fired == 0 then
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playSfx("Octomun-Shot")
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local s = createShot("Octomun", me, v.n, bone_getWorldPosition(v.shot1))
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shot_setAimVector(s, 100, -100)
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v.fired = 1
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elseif v.fireDelay > 6.5 and v.fired == 1 then
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playSfx("Octomun-Shot")
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local s = createShot("Octomun", me, v.n, bone_getWorldPosition(v.shot2))
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shot_setAimVector(s, 100, -50)
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v.fired = 2
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elseif v.fireDelay > 7 and v.fired == 2 then
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playSfx("Octomun-Shot")
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local s = createShot("Octomun", me, v.n, bone_getWorldPosition(v.shot3))
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shot_setAimVector(s, 100, 0)
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v.fired = 3
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--[[
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entity_fireAtTarget(me, "Purple", 1, 500, 200, 0, 0, 0, 0, 100, -100, bx, by)
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entity_fireAtTarget(me, "Purple", 1, 500, 200, 0, 0, 0, 0, 100, -50, bx, by)
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entity_fireAtTarget(me, "Purple", 1, 500, 200, 0, 0, 0, 0, 100, 0, bx, by)
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]]--
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elseif v.fireDelay > 9 and v.fired == 3 then
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v.fired = 0
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if v.fireOff == 1 then
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playSfx("rotcore-birth")
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bx, by = bone_getWorldPosition(v.shot1)
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local e = createEntity("Squiddy", "", bx, by)
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entity_alpha(e, 0.001)
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entity_alpha(e, 1, 0.5)
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spawnParticleEffect("tinyredexplode", bx, by)
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v.fireOff = 0
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else
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v.fireOff = 1
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end
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v.fireDelay = math.random(2)*0.75 + 0.5
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end
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elseif entity_isState(me, STATE_ATTACK1) then
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tentacle1Collision(me)
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end
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if v.grabbingEntity~=0 then
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local mx, my = bone_getWorldPosition(v.marker1)
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entity_setPosition(v.grabbingEntity, mx, my)
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entity_rotate(v.grabbingEntity, bone_getRotation(v.marker1))
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if entity_isfh(v.grabbingEntity) then
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entity_fh(v.grabbingEntity)
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end
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end
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if bone ~= 0 then
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entity_damage(v.n, me, 1)
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entity_pushTarget(me, 500)
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end
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entity_updateMovement(me, dt)
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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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v.isWeakPointHittable = false
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entity_animate(me, "idle", -1)
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v.attackDelay = 0
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elseif entity_isState(me, STATE_ATTACK1) then
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playSfx("Octomun-Growl")
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local num = entity_animate(me, "attack1")
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entity_setStateTime(me, num)
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elseif entity_isState(me, STATE_BASH) then
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entity_setStateTime(me, entity_animate(me, "bash",1))
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if v.grabbingEntity ~= 0 then
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--entity_push(v.grabbingEntity, 10, 0, 1)
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end
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elseif entity_isState(me, STATE_DEAD) then
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quad_delete(v.dark)
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elseif entity_isState(me, STATE_DEATHSCENE) then
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setFlag(FLAG_MINIBOSS_OCTOMUN, 1)
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clearShots()
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entity_stopInterpolating(me)
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entity_setStateTime(me, 99)
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fadeOutMusic(6)
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entity_idle(v.n)
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entity_setInvincible(v.n, true)
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cam_toEntity(me)
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entity_setInternalOffset(me, 0, 0)
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entity_setInternalOffset(me, 10, 0, 0.1, -1, 1)
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watch(1)
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playSfx("BossDieSmall")
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fade(1, 0.2, 1, 1, 1)
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watch(0.2)
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fade(0, 0.5, 1, 1, 1)
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watch(0.5)
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watch(1)
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playSfx("BossDieSmall")
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fade(1, 0.2, 1, 1, 1)
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watch(0.2)
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fade(0, 0.5, 1, 1, 1)
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watch(0.5)
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playSfx("BossDieSmall")
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fade(1, 0.2, 1, 1, 1)
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watch(0.2)
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fade(0, 0.5, 1, 1, 1)
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watch(0.5)
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entity_setInternalOffset(me, 0, 0)
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entity_setInternalOffset(me, 20, 0, 0.05, -1, 1)
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playSfx("BossDieBig")
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fade(1, 1, 1, 1, 1)
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watch(1.2)
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fade(0, 0.5, 1, 1, 1)
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cam_toEntity(v.n)
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entity_setInvincible(v.n, false)
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pickupGem("Boss-Octomun")
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overrideZoom(0, 1)
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entity_setStateTime(me, 0.1)
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entity_setState(me, STATE_DEAD, -1, 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_ATTACK1) then
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v.isWeakPointHittable = false
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_BASH) then
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if v.grabbingEntity ~= 0 then
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entity_idle(v.grabbingEntity)
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entity_push(v.grabbingEntity, 1000, 0, 1)
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end
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v.grabbingEntity = 0
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entity_setState(me, STATE_IDLE)
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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 bone == v.weakPoint and v.isWeakPointHittable then
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bone_damageFlash(v.body)
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playSfx("Octomun-Hit")
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v.fireDelay = v.fireDelay - dmg * 0.2
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return true
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else
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playNoEffect()
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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_BASH) and key == 4 then
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entity_damage(v.n, me, 0.75)
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elseif entity_isState(me, STATE_ATTACK1) then
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if key == 1 then
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v.isWeakPointHittable = true
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end
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if key == 5 then
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v.isWeakPointHittable = false
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end
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if key == 4 then
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playSfx("rockhit-big")
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shakeCamera(10, 0.8)
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end
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end
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end
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function lightFlare(me)
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if entity_isEntityInRange(me, v.n, 1024) then
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quad_alpha(v.dark, 0, 2)
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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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