mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
290 lines
8.2 KiB
Lua
290 lines
8.2 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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-- A R M A P I L L A R (beta)
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-- ================================================================================================
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-- ================================================================================================
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-- S T A T E S
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-- ================================================================================================
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local STATE_HIDE = 1001
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local STATE_STAND = 1002
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local STATE_CRAWL = 1003
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--local STATE_OPEN = 1004
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local STATE_CHARGE = 1005
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--local STATE_CLOSE = 1006
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local STATE_SIT = 1007
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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.chargeTime = 0
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v.chT = 2.4
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--v.chT = 0.2
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v.shotCount = 0
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v.moveTimer = 0
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v.mT = 0.5 -- 3.2
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v.moves = 1
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v.fireBit = 0
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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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setupBasicEntity(
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me,
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"Armapillar/Body", -- texture
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24, -- health
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1, -- manaballamount
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0, -- exp
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0, -- money
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32, -- collideRadius (for hitting entities + spells)
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STATE_HIDE, -- initState
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256, -- sprite width
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128, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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1, -- 0/1 hit other entities off/on (uses collideRadius)
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2000 -- updateCull -1: disabled, default: 4000
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)
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entity_setDeathParticleEffect(me, "Explode")
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entity_setDropChance(me, 36)
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entity_initSkeletal(me, "Armapillar")
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v.eye = entity_getBoneByName(me, "Eye")
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v.body = entity_getBoneByName(me, "Body")
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entity_setEntityType(me, ET_ENEMY)
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--entity_generateCollisionMask(me)
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entity_setCollideRadius(me, 54)
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esetv(me, EV_WALLOUT, 1)
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esetvf(me, EV_CLAMPTRANSF, 0.2)
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entity_clampToSurface(me)
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entity_scale(me, 0.76, 0.76)
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bone_scale(v.body, 0.2, 0.2)
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entity_setState(me, STATE_HIDE)
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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end
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function postInit(me)
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-- RANDOMLY FLIP HORIZONTALLY
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if chance(50) then
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entity_fh(me)
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entity_switchSurfaceDirection(me)
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end
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end
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function update(me, dt)
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entity_findTarget(me, 678) -- Active range
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if entity_getState(me) == STATE_HIDE then
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entity_clearTargetPoints(me)
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if entity_hasTarget(me) then
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entity_setState(me, STATE_STAND)
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end
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else
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entity_clearTargetPoints(me)
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local eyeX, eyeY = bone_getWorldPosition(v.eye)
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entity_addTargetPoint(me, eyeX, eyeY)
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end
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if entity_getState(me) == STATE_CRAWL then
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entity_findTarget(me, 1337)
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if entity_hasTarget(me) then
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if eisv(me, EV_CLAMPING, 0) then
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entity_moveAlongSurface(me, dt, 34)
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if v.moveTimer > 0 then v.moveTimer = v.moveTimer - dt
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else
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--if chance(24) then
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v.moves = v.moves - 1
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if v.moves <= 0 then
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entity_setState(me, STATE_OPEN)
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v.moves = 1
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entity_switchSurfaceDirection(me)
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else
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--else
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entity_switchSurfaceDirection(me)
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end
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--end
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v.moveTimer = v.mT + (math.random(432) * 0.01)
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end
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end
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else
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entity_setState(me, STATE_SIT)
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end
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elseif entity_getState(me) == STATE_CHARGE then
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if v.chargeTime > 0 then v.chargeTime = v.chargeTime - dt end
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local pupx, pupy = bone_getWorldPosition(v.eye)
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local nx, ny = entity_getNormal(me)
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nx, ny = vector_setLength(nx, ny, 34)
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v.fireBit = v.fireBit - dt
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if v.fireBit < 0 then
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v.fireBit = 0.2
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spawnParticleEffect("ArmaShot", pupx, pupy)
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local s = createShot("ArmaShot", me, getNaija(), entity_x(me) + nx, entity_y(me) + ny)
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shot_setAimVector(s, nx, ny)
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v.shotCount = v.shotCount + 1
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if v.shotCount > 16 then
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v.chargeTime = 0
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v.shotCount = 0
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entity_setState(me, STATE_CLOSE)
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end
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end
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--[[
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if v.chargeTime <= (v.chT * 0.60) and v.shotCount == 0 then
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spawnParticleEffect("ArmaShot", pupx, pupy)
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local s = createShot("ArmaShot", me, 0, entity_x(me) + nx, entity_y(me) + ny)
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v.shotCount = v.shotCount + 1
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elseif v.chargeTime <= (v.chT * 0.50) and v.shotCount == 1 then
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spawnParticleEffect("ArmaShot", pupx, pupy)
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local s = createShot("ArmaShot", me, 0, entity_x(me) + nx, entity_y(me) + ny)
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v.shotCount = v.shotCount + 1
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elseif v.chargeTime <= (v.chT * 0.40) and v.shotCount == 2 then
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spawnParticleEffect("ArmaShot", pupx, pupy)
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local s = createShot("ArmaShot", me, 0, entity_x(me) + nx, entity_y(me) + ny)
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v.shotCount = v.shotCount + 1
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elseif v.chargeTime <= (v.chT * 0.30) and v.shotCount == 3 then
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spawnParticleEffect("ArmaShot", pupx, pupy)
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local s = createShot("ArmaShot", me, 0, entity_x(me) + nx, entity_y(me) + ny)
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v.shotCount = v.shotCount + 1
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elseif v.chargeTime <= 0 and v.shotCount == 4 then
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v.chargeTime = 0
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v.shotCount = 0
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entity_setState(me, STATE_CLOSE)
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end
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]]--
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end
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-- UPDATE STUFFS
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entity_rotateToSurfaceNormal(me, 0.34)
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--entity_handleShotCollisionsSkeletal(me)
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, 54, 0.5, 64)
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end
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function enterState(me)
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if entity_getState(me) == STATE_HIDE then
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entity_animate(me, "hide", LOOP_INF)
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bone_scale(v.body, 0.2, 0.2, 0.48)
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bone_setSegs(v.body)
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entity_setAllDamageTargets(me, false)
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elseif entity_getState(me) == STATE_STAND then
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entity_setStateTime(me, entity_animate(me, "stand"))
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bone_scale(v.body, 1, 1, 0.48)
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entity_setAllDamageTargets(me, true)
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entity_setDamageTarget(me, DT_ENEMY_ENERGYBLAST, false)
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elseif entity_getState(me) == STATE_CRAWL then
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entity_animate(me, "crawl", LOOP_INF)
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bone_setSegs(v.body, 4, 4, 0.6, 0.6, -0.022, 0, 4.8, 1)
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v.moveTimer = v.mT + (math.random(432) * 0.01)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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elseif entity_getState(me) == STATE_OPEN then
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entity_setStateTime(me, entity_animate(me, "open"))
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bone_setSegs(v.body)
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elseif entity_getState(me) == STATE_CHARGE then
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entity_animate(me, "charge", LOOP_INF)
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v.chargeTime = v.chT
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v.shotCount = 0
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entity_setDamageTarget(me, DT_AVATAR_PET, true)
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elseif entity_getState(me) == STATE_CLOSE then
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entity_setStateTime(me, entity_animate(me, "close"))
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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elseif entity_getState(me) == STATE_SIT then
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entity_setStateTime(me, entity_animate(me, "sit"))
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bone_scale(v.body, 0.2, 0.2, 0.48)
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bone_setSegs(v.body)
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end
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end
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function exitState(me)
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if entity_getState(me) == STATE_STAND then
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entity_setState(me, STATE_OPEN)
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elseif entity_getState(me) == STATE_OPEN then
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entity_setState(me, STATE_CHARGE)
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elseif entity_getState(me) == STATE_CLOSE then
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entity_setState(me, STATE_CRAWL)
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elseif entity_getState(me) == STATE_SIT then
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entity_setState(me, STATE_HIDE)
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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 entity_isState(me, STATE_CHARGE) then
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local nx, ny = entity_getNormal(me)
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local cx, cy = getLastCollidePosition()
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local dx = cx-entity_x(me)
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local dy = cy-entity_y(me)
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local dot = vector_dot(nx, ny, dx, dy)
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if dot > 0.9 then
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bone_damageFlash(v.body)
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bone_damageFlash(v.eye)
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return true
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else
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playNoEffect()
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return false
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end
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else
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playNoEffect()
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return false
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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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