-- 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 -- ================================================================================================ -- M A N T I S -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ local STATE_SCREECH = 1000 local STATE_FIREBOMBS = 1001 local STATE_FALL = 1002 local STATE_FLOAT = 1003 local STATE_SHOOT = 1004 local STATE_ATTACK = 1005 local STATE_HURT = 1006 local STATE_RECOVER = 1007 local STATE_DIE = 1008 v.n = 0 v.fight = false v.cut = false v.spawnPoint = 0 v.phaseDelayTime = 1.5 v.phaseDelay = v.phaseDelayTime v.phase = 0 local PHASE_NONE = 0 local PHASE_SHOTS = 2 local PHASE_FIREBOMBS = 1 local PHASE_MAX = 2 v.startx = 0 v.starty = 0 v.hits = 3 v.body = 0 v.item = 0 -- ================================================================================================ -- FUNCTIONS -- ================================================================================================ function init(me) setupBasicEntity( me, "", -- texture 999, -- health 1, -- manaballamount 1, -- exp 1, -- money 32, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 512, -- sprite width 512, -- sprite height 1, -- particle "explosion" type, 0 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 5500 -- updateCull -1: disabled, default: 4000 ) entity_initSkeletal(me, "mantis") entity_animate(me, "idle", -1) entity_generateCollisionMask(me) entity_setState(me, STATE_IDLE) entity_setDeathParticleEffect(me, "TinyGreenExplode") entity_setCanLeaveWater(me, true) entity_scale(me, 2, 2) --entity_setAllDamageTargets(me, false) entity_setDamageTarget(me, DT_AVATAR_VINE, true) entity_setDamageTarget(me, DT_ENEMY, true) entity_setDamageTarget(me, DT_ENEMY_MANTISBOMB, true) loadSound("mantis-fall") loadSound("mantis-bomb") loadSound("mantis-die") loadSound("mantis-fire") loadSound("mantis-roar") v.body = entity_getBoneByName(me, "body") v.spawnPoint = entity_getBoneByName(me, "spawnpoint") bone_alpha(v.spawnPoint, 0) end function postInit(me) v.n = getNaija() v.item = entity_getNearestEntity(me, "healthupgrade4") --debugLog(string.format("item: %d", v.item)) if not entity_isFlag(me, 0) then entity_delete(me) else entity_alpha(v.item, 0) end v.startx = entity_x(me) v.starty = entity_y(me) end function update(me, dt) --entity_updateMovement(me, dt) if not v.fight and entity_isEntityInRange(me, v.n, 1400) then if not v.cut then v.cut = true v.fight = true entity_idle(v.n) playMusic("MiniBoss") cam_toEntity(me) watch(0.5) playSfx("mantis-roar") watch(1.5) cam_toEntity(v.n) v.cut = false end end if v.fight and not entity_isEntityInRange(me, getNaija(), 3800) then v.fight = false updateMusic() v.phase = 0 end if v.fight then if entity_isState(me, STATE_IDLE) then v.phaseDelay = v.phaseDelay - dt if v.phaseDelay < 0 then debugLog("phaseDelay 0") v.phase = v.phase + 1 if v.phase == PHASE_FIREBOMBS then debugLog("firebombs") entity_setState(me, STATE_FIREBOMBS) end if v.phase == PHASE_MAX then v.phase = 0 end v.phaseDelay = v.phaseDelayTime end end end if v.fight then entity_handleShotCollisionsSkeletal(me) local bone = entity_collideSkeletalVsCircle(me, v.n) if bone ~= 0 then entity_touchAvatarDamage(me, 0, 1, 500) end end end function hitSurface(me) end function enterState(me) if entity_isState(me, STATE_IDLE) then entity_offset(me, 0, 0, 0.1) entity_animate(me, "idle", -1) --[[ elseif entity_isState(me, STATE_) then elseif entity_isState(me, STATE_) then ]]-- elseif entity_isState(me, STATE_FIREBOMBS) then entity_setStateTime(me, entity_animate(me, "firebombs")) elseif entity_isState(me, STATE_FALL) then playSfx("mantis-fall") entity_animate(me, "hurt", 4, 1) local nd = getNode("mantisfall") local nx = node_x(nd) local ny = node_y(nd) entity_setPosition(me, nx, ny, 1) entity_setStateTime(me, 6) elseif entity_isState(me, STATE_RECOVER) then entity_setPosition(me, v.startx, v.starty, 1, 0, 0, 1) entity_setStateTime(me, 1) for i=1,3 do v = entity_getNearestEntity(me, "UberVine") if v ~= 0 then entity_delete(v) end end elseif entity_isState(me, STATE_HURT) then playSfx("mantis-roar") entity_offset(me, -10, 0) entity_offset(me, 10, 0, 0.1, -1, 1) bone_damageFlash(v.body) v.hits = v.hits - 1 shakeCamera(10, 3) entity_setStateTime(me, 1) elseif entity_isState(me, STATE_DIE) then entity_idle(v.n) entity_flipToEntity(v.n, me) local e = getFirstEntity() while e ~= 0 do if entity_isName(e, "mantis-bomb") then entity_msg(e, "exp") watch(0.2) end e = getNextEntity() end spawnParticleEffect("gateway-die", entity_x(me), entity_y(me)) fadeOutMusic(1) cam_toEntity(me) playSfx("mantis-roar") entity_setStateTime(me, entity_animate(me, "die")) entity_setFlag(me, 1) setFlag(FLAG_MINIBOSS_MANTISSHRIMP, 1) end end function exitState(me) if entity_isState(me, STATE_FIREBOMBS) or entity_isState(me, STATE_RECOVER) then entity_setState(me, STATE_IDLE, -1) elseif entity_isState(me, STATE_HURT) then entity_offset(me, 0, 0, 0.1) if v.hits <= 0 then entity_setState(me, STATE_DIE) else entity_setState(me, STATE_RECOVER) end elseif entity_isState(me, STATE_DIE) then playSfx("mantis-die") spawnParticleEffect("gateway-die", entity_x(me), entity_y(me)) cam_toEntity(getNaija()) entity_delete(me) entity_alpha(v.item, 1) pickupGem("boss-mantis") elseif entity_isState(me, STATE_FALL) then entity_setState(me, STATE_RECOVER) end end function animationKey(me, key) if entity_isState(me, STATE_FIREBOMBS) then if key == 1 or key == 3 or (key == 5 and chance(100)) or (key==6 and chance(50)) then local sx, sy = bone_getWorldPosition(v.spawnPoint) local e = createEntity("mantis-bomb", "", sx, sy) if key == 1 then entity_moveTowards(e, entity_x(v.n), entity_y(v.n), 1000, 1) else entity_addVel(e, math.random(500)-250, 300) end playSfx("mantis-fire") end end end function damage(me, attacker, bone, damageType, dmg) if damageType == DT_ENEMY_MANTISBOMB then --debugLog("MANTIS BOMB DAMAGE TYPE") if entity_isState(me, STATE_FALL) then entity_setState(me, STATE_HURT) shakeCamera(10, 2) return false end end if damageType == DT_AVATAR_VINE then if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_FIREBOMBS) then entity_setState(me, STATE_FALL) end end if damageType == DT_AVATAR_ENERGYBLAST or damageType == DT_AVATAR_SHOCK then playNoEffect() return false end return false end