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BossHexAI.gml 4.6 KB

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  1. function hex_ai()
  2. {
  3. switch(state)
  4. {
  5. case "IDLE":
  6. if hp < 240
  7. {
  8. cnt = 0;
  9. roll_init();
  10. }
  11. break;
  12. case "ROLL":
  13. rebounce_timer--;
  14. var _roll_spd;
  15. if abs(roll_angle + roll_spd) >= 60
  16. _roll_spd = (60 - abs(roll_angle)) * sign(roll_angle);
  17. else if sign(roll_angle) == -sign(roll_angle + roll_spd)
  18. _roll_spd = -roll_angle;
  19. else
  20. _roll_spd = roll_spd;
  21. if collision_line(x, y, x + 144 * sign(-_roll_spd), y, oParentSolid, false, false) != noone
  22. && rebounce_timer <= 0
  23. {
  24. roll_spd *= -1;
  25. rebounce_timer = 10;
  26. screen_shake(20);
  27. ++cnt;
  28. if cnt == 1
  29. roll_acc *= -1;
  30. if cnt == 3
  31. {
  32. cnt = 1;
  33. smash_init();
  34. }
  35. }
  36. roll_spd += roll_acc;
  37. if abs(roll_angle) == 60 || roll_angle == 0
  38. {
  39. roll_angle = 0;
  40. y = 916;
  41. var _base_angle = (roll_spd > 0) ? 240 : 300;
  42. pivot_x = x + lengthdir_x(side_len, _base_angle);
  43. pivot_y = y + lengthdir_y(side_len, _base_angle);
  44. }
  45. roll_angle += _roll_spd;
  46. image_angle += _roll_spd;
  47. var _current_angle = point_direction(pivot_x, pivot_y, x, y);
  48. var _new_angle = _current_angle + _roll_spd;
  49. x = pivot_x + lengthdir_x(side_len, _new_angle);
  50. y = pivot_y + lengthdir_y(side_len, _new_angle);
  51. break;
  52. case "SMASH_BEGIN":
  53. x += x_spd;
  54. y += y_spd;
  55. image_angle += 0.4 * spd;
  56. if y < target_y
  57. {
  58. state = "SMASH";
  59. image_angle = round(image_angle / 60) * 60;
  60. y_spd = 20;
  61. y_acc = 1;
  62. break;
  63. }
  64. spd += acc;
  65. x_spd = lengthdir_x(spd, dir);
  66. y_spd = lengthdir_y(spd, dir);
  67. break;
  68. case "SMASH":
  69. y += y_spd;
  70. if collision_line(x, y, x, y + 108 + y_spd, oParentSolid, false, false) != noone
  71. {
  72. while collision_line(x, y, x, y + 108, oParentSolid, false, false) == noone
  73. y++;
  74. hex_var_erase();
  75. screen_shake(20);
  76. if !--cnt
  77. hex_pick_attack();
  78. else
  79. smash_init();
  80. }
  81. y_spd += y_acc;
  82. var _x_alter = global.player.x - x
  83. x += max(4, _x_alter / 200) * sign(_x_alter);
  84. break;
  85. case "SPAWN":
  86. image_angle += abs(y_spd);
  87. y += y_spd;
  88. if y_spd == 15
  89. {
  90. image_angle -= abs(y_spd);
  91. hex_var_erase();
  92. screen_shake(20);
  93. icd(oEnemyHex, x, 998);
  94. if !--cnt
  95. hex_pick_attack();
  96. else
  97. spawn_init();
  98. }
  99. y_spd += y_acc;
  100. break;
  101. case "BOUNCE":
  102. if collision_line(x, y, x + 144 * sign(x_spd), y, oParentSolid, false, false) != noone
  103. x_spd = 0;
  104. image_angle += facing * 9;
  105. x += x_spd;
  106. y += y_spd;
  107. if y_spd == 20
  108. {
  109. image_angle -= facing * 9;
  110. hex_var_erase();
  111. screen_shake(20);
  112. if !--cnt
  113. hex_pick_attack();
  114. else
  115. bounce_init();
  116. break;
  117. }
  118. y_spd += y_acc;
  119. break;
  120. }
  121. }
  122. function roll_init()
  123. {
  124. state = "ROLL";
  125. roll_spd = 5 * sign(global.player.x - x);
  126. roll_acc = -0.1 * sign(global.player.x - x);
  127. var _base_angle = (roll_spd > 0) ? 240 : 300;
  128. pivot_x = x + lengthdir_x(side_len, _base_angle);
  129. pivot_y = y + lengthdir_y(side_len, _base_angle);
  130. }
  131. function smash_init()
  132. {
  133. state = "SMASH_BEGIN";
  134. target_x = clamp(global.player.x, 200, 1920 - 200 - 64);
  135. target_y = y - 480;
  136. dir = point_direction(x, y, target_x, target_y);
  137. spd = 15;
  138. acc = 0.3;
  139. x_spd = lengthdir_x(spd, dir);
  140. y_spd = lengthdir_y(spd, dir);
  141. }
  142. function spawn_init()
  143. {
  144. y_spd = -15;
  145. y_acc = 0.6;
  146. state = "SPAWN";
  147. }
  148. function bounce_init()
  149. {
  150. state = "BOUNCE";
  151. y_spd = -20;
  152. y_acc = 1;
  153. facing = sign(global.player.x - x);
  154. x_spd = facing * 9;
  155. }
  156. function hex_pick_attack()
  157. {
  158. hex_var_erase();
  159. // 构建候选池
  160. var pool = [];
  161. var forbidden = [];
  162. // 定义禁止规则
  163. if last_attack != -1
  164. array_push(forbidden, last_attack);
  165. if instance_number(oEnemyHex) >= 2
  166. if array_get_index(forbidden, 3) == -1
  167. array_push(forbidden, 3);
  168. // 将不在forbidden中的技能加入候选池
  169. for (var i = 0; i < 4; i++)
  170. {
  171. if array_get_index(forbidden, i) == -1
  172. array_push(pool, i);
  173. }
  174. // 从候选池随机选一个
  175. var pick = pool[irandom(array_length(pool) - 1)];
  176. last_attack = pick;
  177. switch(pick)
  178. {
  179. case 0:
  180. cnt = 0;
  181. roll_init();
  182. break;
  183. case 1:
  184. cnt = 3;
  185. smash_init();
  186. break;
  187. case 2:
  188. cnt = 5;
  189. bounce_init();
  190. break;
  191. case 3:
  192. cnt = 2;
  193. spawn_init();
  194. break;
  195. }
  196. }
  197. function hex_var_erase()
  198. {
  199. spd = 0;
  200. acc = 0;
  201. dir = 0;
  202. x_spd = 0;
  203. y_spd = 0;
  204. x_acc = 0;
  205. y_acc = 0;
  206. roll_spd = 0;
  207. roll_acc = 0;
  208. roll_angle = 0;
  209. }