PlayerStates.gml 12 KB

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  1. function player_move_and_collide()
  2. {
  3. if global.hitstop > 0
  4. return;
  5. y_spd *= global.time_scale;
  6. x_spd *= global.time_scale;
  7. if place_meeting(x, y + y_spd, oParentSolid)
  8. {
  9. while !place_meeting(x, y + sign(y_spd), oParentSolid)
  10. y += sign(y_spd);
  11. y_spd = 0;
  12. }
  13. y += y_spd;
  14. if place_meeting(x + x_spd, y, oParentSolid)
  15. {
  16. var _max_step = (y_spd == 0) ? 16 : 8; //前者地面容错,后者空中容错
  17. var _stepped = false;
  18. for(var i = 0; i < _max_step; i++)
  19. if !place_meeting(x + x_spd, y - i, oParentSolid)
  20. {
  21. y -= i;
  22. _stepped = true;
  23. break;
  24. }
  25. if !_stepped
  26. {
  27. while !place_meeting(x + sign(x_spd), y, oParentSolid)
  28. x += sign(x_spd);
  29. x_spd = 0;
  30. }
  31. }
  32. x += x_spd;
  33. y_spd /= global.time_scale;
  34. x_spd /= global.time_scale;
  35. }
  36. function player_status_update()
  37. {
  38. global.playerHP = clamp(global.playerHP, 0, global.save_data.player.maxHP);
  39. global.playerINK = clamp(global.playerINK, 0, global.save_data.player.maxINK);
  40. current_attacker = instance_place(x, y, oEnemyHitbox);
  41. current_hazard = instance_place(x, y, oParentHazard);
  42. current_door = instance_place(x, y, oDoor);
  43. if state != state_attack && instance_exists(current_hb)
  44. instance_destroy(current_hb);
  45. if !instance_exists(current_hb)
  46. current_hb = noone;
  47. /**/
  48. image_index += animation_spd;
  49. if oMain._dash
  50. dash_buffer = dash_buffer_max;
  51. if oMain._attack
  52. attack_buffer = attack_buffer_max;
  53. if oMain._jump_p
  54. jump_buffer_timer = jump_buffer_max;
  55. _move_dir = oMain._right - oMain._left;
  56. _on_ground = place_meeting(x, y + 1, oParentSolid)
  57. _on_wall = place_meeting(x + 1, y, oBlockClimbable)
  58. - place_meeting(x - 1, y, oBlockClimbable);
  59. var _no_cliff = place_meeting(x - sprite_width, y + 1, oParentSolid)
  60. && place_meeting(x + sprite_width, y + 1, oParentSolid)
  61. if _on_ground && _no_cliff &&
  62. current_hazard == noone && current_attacker == noone
  63. {
  64. last_safe_x = x;
  65. last_safe_y = y;
  66. }
  67. if _on_ground || (_on_wall != 0)
  68. can_dash = true;
  69. if _on_ground
  70. {
  71. jump_cnt = 0;
  72. coyote_timer = coyote_max;
  73. }
  74. else if coyote_timer <= 0 && jump_cnt == 0
  75. jump_cnt = 1;
  76. if dash_cooldown > 0
  77. dash_cooldown -= global.time_scale;
  78. if dash_buffer > 0
  79. dash_buffer -= global.time_scale;
  80. if attack_buffer > 0
  81. attack_buffer -= global.time_scale;
  82. if move_lock_timer > 0
  83. move_lock_timer -= global.time_scale;
  84. if coyote_timer > 0
  85. coyote_timer -= global.time_scale;
  86. if invincible_timer > 0
  87. invincible_timer -= global.time_scale;
  88. if enter_room_timer > 0
  89. enter_room_timer -= global.time_scale;
  90. if jump_buffer_timer > 0
  91. jump_buffer_timer -= global.time_scale;
  92. if flash_timer > 0
  93. flash_timer -= global.time_scale;
  94. }
  95. function player_check_dash()
  96. {
  97. if dash_buffer > 0 && dash_cooldown <= 0 && can_dash
  98. {
  99. dash_buffer = 0;
  100. state = state_dash;
  101. set_sprite(sPlayerDash);
  102. dash_cooldown = 36;
  103. x_spd = image_xscale * walk_spd * 3;
  104. y_spd = 0;
  105. can_dash = false;
  106. }
  107. }
  108. function player_check_movement()
  109. {
  110. if move_lock_timer <= 0
  111. x_spd = _move_dir * walk_spd;
  112. }
  113. function player_check_jump()
  114. {
  115. if jump_buffer_timer > 0
  116. {
  117. if coyote_timer > 0
  118. {
  119. y_spd = jump_spd;
  120. jump_cnt = 1;
  121. jump_buffer_timer = 0;
  122. coyote_timer = 0;
  123. }
  124. else if _on_wall != 0
  125. {
  126. y_spd = jump_spd;
  127. x_spd = -_on_wall * walk_spd * 1.5;
  128. jump_cnt = 1;
  129. move_lock_timer = 10;
  130. jump_buffer_timer = 0;
  131. }
  132. else if jump_cnt < jump_max
  133. {
  134. icl(oDoubleJumpEffect);
  135. y_spd = jump_spd * 0.9;
  136. jump_cnt++;
  137. jump_buffer_timer = 0;
  138. }
  139. }
  140. if oMain._jump_r && y_spd < 0
  141. y_spd *= 0.4;
  142. }
  143. function player_check_attack()
  144. {
  145. if attack_buffer > 0
  146. {
  147. attack_buffer = 0;
  148. state = state_attack;
  149. set_sprite(sPlayerAttack);
  150. }
  151. }
  152. function player_check_dodge()
  153. {
  154. if (oMain._down || oMain._up) && _on_ground
  155. && (oMain._dash || state == state_dash)
  156. {
  157. state = state_dodge;
  158. set_sprite(sPlayerDodgeWait);
  159. dodge_phase = "WAIT";
  160. dodge_timer = 0;
  161. marked_target = noone;
  162. is_marked = false;
  163. is_perfect = false;
  164. var _hb = icl(oPlayerHitboxMark, x + facing * 60, y + 40);
  165. _hb.owner = id;
  166. _hb.x_offset = 60 * facing;
  167. _hb.y_offset = 40;
  168. }
  169. }
  170. function player_check_death()
  171. {
  172. if state == state_death || state == state_locked
  173. return;
  174. if global.playerHP <= 0
  175. {
  176. /*
  177. var _drop = round(random_range(0.4 * global.save_data.player.Credit,
  178. 0.6 * global.save_data.player.Credit));
  179. global.save_data.player.Credit -= _drop;
  180. global.save_data.player.corpse.droppedCredit = _drop;
  181. global.save_data.player.corpse.targetRoom = room;
  182. global.save_data.player.corpse.xPos = x; //lastsafe
  183. global.save_data.player.corpse.yPos = y; //lastsafe
  184. */
  185. save_game_to_disk();
  186. state = state_death;
  187. set_sprite(sPlayerDeath);
  188. var _cam = view_camera[0];
  189. var _cam_x = camera_get_view_x(_cam);
  190. var _cam_y = camera_get_view_y(_cam);
  191. var _ripple = icl(oRippleDeath);
  192. _ripple.x = (x - _cam_x);
  193. _ripple.y = (y - _cam_y);
  194. }
  195. }
  196. function player_check_focus()
  197. {
  198. if oMain._focus && global.playerINK >= 9
  199. {
  200. set_sprite(sPlayerFocus);
  201. state = state_focus;
  202. repeat(40)
  203. icl(oFocusingEffect);
  204. }
  205. }
  206. function player_check_door()
  207. {
  208. if current_door == noone
  209. || state == state_enter_door
  210. || state == state_exit_door
  211. return;
  212. global.target_door_id = current_door.target_door_id;
  213. global.target_room = current_door.target_room;
  214. global.door_direction = current_door.door_direction;
  215. var _fade = icl(oFade);
  216. _fade._callback = function()
  217. {
  218. room_goto(global.target_room);
  219. camera_snap();
  220. };
  221. state = state_enter_door;
  222. x_spd = 0;
  223. y_spd = 0;
  224. }
  225. function state_enter_door()
  226. {
  227. switch(global.door_direction)
  228. {
  229. case "UP":
  230. y_spd += player_calc_gravity();
  231. set_sprite(sPlayerJump);
  232. image_index = 1;
  233. break;
  234. case "DOWN":
  235. y_spd = min(-3, y_spd);
  236. set_sprite(sPlayerJump);
  237. image_index = 0;
  238. break;
  239. case "LEFT":
  240. facing = 1;
  241. x_spd = facing * walk_spd;
  242. set_sprite(sPlayerWalk);
  243. break;
  244. case "RIGHT":
  245. facing = -1;
  246. x_spd = facing * walk_spd;
  247. set_sprite(sPlayerWalk);
  248. break;
  249. }
  250. }
  251. function state_exit_door()
  252. {
  253. y_spd += 0.5 * player_calc_gravity();
  254. switch(global.door_direction)
  255. {
  256. case "LEFT":
  257. facing = -1;
  258. x_spd = facing * walk_spd;
  259. set_sprite(sPlayerWalk);
  260. break;
  261. case "RIGHT":
  262. facing = 1;
  263. x_spd = facing * walk_spd;
  264. set_sprite(sPlayerWalk);
  265. break;
  266. }
  267. if enter_room_timer <= 0
  268. {
  269. state = state_free;
  270. global.target_door_id = -1;
  271. global.target_room = noone;
  272. global.door_direction = undefined;
  273. }
  274. }
  275. function player_check_attacked()
  276. {
  277. if current_attacker == noone || invincible_timer > 0
  278. || state == state_death
  279. //|| (state == state_dodge && dodge_phase == "WAIT")
  280. return;
  281. if state == state_focus
  282. {
  283. global.playerINK -= 9;
  284. global.hitstop = 24;
  285. INK_blend = 0;
  286. flash_duration = 24;
  287. flash_timer = 24;
  288. }
  289. else global.hitstop = 12;
  290. global.playerHP -= current_attacker.damage;
  291. invincible_timer = 80;
  292. var _dir = sign(x - current_attacker.x);
  293. if _dir == 0
  294. _dir = facing;
  295. screen_shake(10);
  296. x_spd = _dir * 30;
  297. y_spd = -5;
  298. state = state_hitstun_attacked;
  299. set_sprite(sPlayerHitstunAttacked);
  300. //effects
  301. }
  302. function player_check_hazard()
  303. {
  304. if current_hazard == noone ||
  305. state == state_hitstun_hazard || state == state_death || state == state_locked
  306. return;
  307. global.playerHP -= current_hazard.damage;
  308. invincible_timer = 150;
  309. var _dir = sign(x - current_hazard.x);
  310. if _dir == 0
  311. _dir = facing;
  312. global.hitstop = 18;
  313. screen_shake(10);
  314. x_spd = _dir * 10;
  315. y_spd = -10;
  316. state = state_hitstun_hazard;
  317. set_sprite(sPlayerHitstunHazard);
  318. }
  319. function state_hitstun_attacked()
  320. {
  321. x_spd = lerp(x_spd, 0, 0.1);
  322. y_spd += player_calc_gravity();
  323. if animation_end()
  324. state = state_free;
  325. player_check_death();
  326. }
  327. function state_hitstun_hazard()
  328. {
  329. x_spd = lerp(x_spd, 0, 0.1);
  330. y_spd += player_calc_gravity();
  331. if animation_end()
  332. {
  333. state = state_locked;
  334. locked_timer = 60;
  335. var _fade = icl(oFade);
  336. _fade._callback = function()
  337. {
  338. oPlayer.x = oPlayer.last_safe_x;
  339. oPlayer.y = oPlayer.last_safe_y;
  340. camera_snap();
  341. };
  342. }
  343. player_check_death();
  344. }
  345. function state_free()
  346. {
  347. y_spd += player_calc_gravity();
  348. if _on_wall != 0 && y_spd > 0
  349. y_spd = min(y_spd, 3);
  350. /*下面是动画与视觉*/
  351. animation_spd = 0.25;
  352. if _move_dir != 0 //有输入
  353. {
  354. facing = _move_dir;
  355. if _on_ground
  356. set_sprite(sPlayerWalk); //走路
  357. }
  358. else set_sprite(sPlayerIdle); //待机
  359. if !_on_ground
  360. {
  361. if _on_wall == facing
  362. set_sprite(sPlayerWall);
  363. else
  364. {
  365. set_sprite(sPlayerJump);
  366. image_index = (y_spd < 0) ? 0 : 1;
  367. }
  368. }
  369. /*
  370. player_check_dodge();
  371. if state == state_dodge return;
  372. */
  373. player_check_movement();
  374. player_check_dash();
  375. player_check_jump();
  376. player_check_attack();
  377. player_check_focus();
  378. }
  379. function state_dash()
  380. {
  381. y_spd += 0.2 * player_calc_gravity();
  382. icl(oPlayerAfterImage);
  383. if animation_end()
  384. {
  385. if !_on_ground
  386. jump_cnt = max(jump_cnt, 1);
  387. state = state_free;
  388. player_check_attack();
  389. }
  390. //player_check_dodge();
  391. player_check_focus();
  392. }
  393. function state_attack()
  394. {
  395. player_check_movement();
  396. player_check_jump();
  397. player_check_dash();
  398. y_spd += player_calc_gravity();
  399. if image_index == 1
  400. {
  401. if oMain._down && !_on_ground
  402. current_hb = icl(oPlayerHitboxDown);
  403. else if oMain._up
  404. {
  405. current_hb = icl(oPlayerHitboxUp, x, y - 128);
  406. current_hb.y_offset = -128;
  407. }
  408. else
  409. {
  410. current_hb = icl(oPlayerHitboxHor, x, y - 64);
  411. current_hb.image_xscale = facing;
  412. current_hb.y_offset = -64;
  413. current_hb.hit_info.kbFactorX *= facing;
  414. }
  415. current_hb.owner = id;
  416. }
  417. // 攻击后摇结束
  418. if current_hb != noone
  419. if _on_ground && current_hb.object_index == oPlayerHitboxDown
  420. state = state_free;
  421. if facing = -_move_dir
  422. state = state_free;
  423. if animation_end()
  424. state = state_free;
  425. }
  426. function state_locked()
  427. {
  428. locked_timer -= global.time_scale;
  429. x_spd = 0;
  430. y_spd += player_calc_gravity();
  431. if locked_timer <= 0
  432. state = state_free;
  433. }
  434. function state_death()
  435. {
  436. x_spd = 0;
  437. y_spd = 0;
  438. invincible_timer = 150;
  439. if animation_end()
  440. {
  441. state = state_locked;
  442. invincible_timer = 150;
  443. locked_timer = 90;
  444. var _fade = icl(oFade);
  445. _fade._callback = function()
  446. {
  447. room_goto(asset_get_index(global.save_data.world.current_room));
  448. global.playerHP = global.save_data.player.maxHP;
  449. global.playerINK = 0;
  450. }
  451. }
  452. }
  453. function state_focus()
  454. {
  455. x_spd = 0;
  456. y_spd = 0;
  457. if animation_end()
  458. {
  459. player_add_INK(-9);
  460. global.playerHP += 3;
  461. global.playerHP = clamp(global.playerHP, 0, global.save_data.player.maxHP);
  462. state = state_free;
  463. flash_timer = 15;
  464. flash_duration = 15;
  465. INK_blend = 0;
  466. repeat(30)
  467. icl(oFocusEndEffect, x, y - sprite_height);
  468. }
  469. }
  470. /// @desc 返回基于玩家当前状态的重力值,注意不会自动赋值
  471. function player_calc_gravity()
  472. {
  473. var _g = global.g;
  474. if y_spd > 0
  475. _g *= 1.2; // 下坠
  476. if abs(y_spd) < 0.5
  477. _g *= 0.75; //滞空
  478. return _g; // * global.time_scale;
  479. }
  480. /*
  481. function state_dodge()
  482. {
  483. if dodge_phase == "WAIT"
  484. {
  485. x_spd = 0;
  486. if current_attacker != noone || animation_end()
  487. {
  488. y_spd = jump_spd;
  489. dodge_phase = "DODGE";
  490. set_sprite(sPlayerDodge);
  491. if current_attacker != noone && is_marked
  492. {
  493. is_perfect = true;
  494. invincible_timer = 150;
  495. global.time_scale = 0.2;
  496. global.hitstop = 20;
  497. }
  498. }
  499. }
  500. else if dodge_phase == "DODGE"
  501. {
  502. y_spd += global.g;
  503. if is_perfect icl(oPlayerAfterImage);
  504. if y_spd > 0
  505. {
  506. timer = 0;
  507. y_spd = 0;
  508. if is_perfect
  509. {
  510. state = state_arc_slash;
  511. set_sprite(sPlayerArcSlash);
  512. }
  513. else
  514. {
  515. state = state_dodge_ending;
  516. set_sprite(sPlayerDodgeEnding);
  517. }
  518. }
  519. }
  520. }
  521. function state_arc_slash()
  522. {
  523. if image_index == 12
  524. {
  525. var _hb = icd(oPlayerHitboxArc);
  526. _hb.owner = id;
  527. if facing == 1
  528. {
  529. _hb.image_xscale = 1;
  530. _hb.image_angle = 30;
  531. _hb.kb_factor_x *= 1;
  532. }
  533. else
  534. {
  535. _hb.image_xscale = -1;
  536. _hb.image_angle = -30;
  537. _hb.kb_factor_x *= -1;
  538. }
  539. }
  540. else if image_index > 12
  541. y_spd += global.g;
  542. if animation_end()
  543. {
  544. global.time_scale = 1.0;
  545. state = state_free;
  546. }
  547. }
  548. function state_dodge_ending()
  549. {
  550. if animation_end()
  551. state = state_free;
  552. }
  553. */