sm64coopdx/mods/shell-rush/race-shell.lua

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Lua
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2022-03-31 03:15:17 +00:00
function bhv_race_shell_set_hitbox(obj)
local hitbox = get_temp_object_hitbox()
hitbox.interactType = INTERACT_KOOPA_SHELL
hitbox.downOffset = 0
hitbox.damageOrCoinValue = 4
hitbox.health = 1
hitbox.numLootCoins = 1
hitbox.radius = 50
hitbox.height = 50
hitbox.hurtboxRadius = 50
hitbox.hurtboxHeight = 50
obj_set_hitbox(obj, hitbox)
end
function bhv_race_shell_water_drop(obj)
spawn_non_sync_object(id_bhvObjectWaveTrail, E_MODEL_WAVE_TRAIL, obj.oPosX, obj.oPosY, obj.oPosZ, nil)
if gMarioStates[0].forwardVel > 10.0 then
local drop = spawn_non_sync_object(id_bhvWaterDroplet, E_MODEL_WHITE_PARTICLE_SMALL, obj.oPosX, obj.oPosY, obj.oPosZ, nil)
if drop ~= nil then
obj_scale(drop, 1.5)
drop.oVelY = math.random() * 30.0
obj_translate_xz_random(drop, 110.0)
end
end
end
function bhv_race_shell_flame_spawn(obj)
for i = 0, 1 do
spawn_non_sync_object(id_bhvKoopaShellFlame, E_MODEL_RED_FLAME, obj.oPosX, obj.oPosY, obj.oPosZ, nil)
end
end
function bhv_race_shell_spawn_sparkles(obj, offset)
spawn_non_sync_object(id_bhvSparkleSpawn, E_MODEL_NONE, obj.oPosX, obj.oPosY + offset, obj.oPosZ, nil)
end
function bhv_race_shell_init(obj)
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
-- set_obj_physics
obj.oWallHitboxRadius = 30
obj.oGravity = -400 / 100.0
obj.oBounciness = -50 / 100.0
obj.oDragStrength = 1000 / 100.0
obj.oFriction = 1000 / 100.0
obj.oBuoyancy = 200 / 100.0
end
function bhv_race_shell_loop(obj)
local np = gNetworkPlayers[obj.heldByPlayerIndex]
local m = gMarioStates[obj.heldByPlayerIndex]
local player = m.marioObj
local riding = is_riding(m)
if active_player(m) and riding then
cur_obj_unhide()
else
cur_obj_hide()
return
end
--bhv_race_shell_set_hitbox(obj)
cur_obj_scale(1.0)
obj_copy_pos(obj, player)
obj.oFaceAngleYaw = player.oFaceAngleYaw
local surface = cur_obj_update_floor_height_and_get_floor()
local waterLevel = find_water_level(obj.oPosX, obj.oPosZ)
if math.abs(waterLevel - obj.oPosY) < 10.0 then
bhv_race_shell_water_drop(obj)
elseif 5.0 > math.abs(obj.oPosY - obj.oFloorHeight) then
if surface ~= nil and surface.type == 1 then
bhv_race_shell_flame_spawn(obj)
elseif m.forwardVel > 70 then
bhv_race_shell_spawn_sparkles(obj, 10.0)
end
elseif m.forwardVel > 70 then
bhv_race_shell_spawn_sparkles(obj, 10.0)
end
obj.oFaceAngleYaw = player.oMoveAngleYaw
end
id_bhvRaceShell = hook_behavior(nil, OBJ_LIST_LEVEL, true, bhv_race_shell_init, bhv_race_shell_loop)