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HexAI.gml 1.8 KB

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  1. function enemy_hex_ai()
  2. {
  3. roll_spd = clamp(roll_spd, -20, 20);
  4. switch(state)
  5. {
  6. case "IDLE":
  7. enemy_roll_init();
  8. break;
  9. case "ROLL":
  10. rebounce_timer--;
  11. roll_spd += roll_acc;
  12. var _roll_spd;
  13. if abs(roll_angle + roll_spd) >= 60
  14. _roll_spd = (60 - abs(roll_angle)) * sign(roll_angle);
  15. else if sign(roll_angle) == -sign(roll_angle + roll_spd)
  16. _roll_spd = -roll_angle;
  17. else
  18. _roll_spd = roll_spd;
  19. roll_angle += _roll_spd;
  20. image_angle += _roll_spd;
  21. var _current_angle = point_direction(pivot_x, pivot_y, x, y);
  22. var _new_angle = _current_angle + _roll_spd;
  23. x = pivot_x + lengthdir_x(side_len, _new_angle);
  24. y = pivot_y + lengthdir_y(side_len, _new_angle);
  25. if collision_line(x, y, x + 32 * sign(-roll_spd), y, oParentSolid, false, false) != noone
  26. && rebounce_timer <= 0
  27. {
  28. roll_spd *= -1;
  29. roll_acc *= -1;
  30. rebounce_timer = 12;
  31. }
  32. else if abs(roll_angle) == 60 || roll_angle == 0
  33. {
  34. roll_angle = 0;
  35. var _base_angle = (roll_spd > 0) ? 240 : 300;
  36. pivot_x = x + lengthdir_x(side_len, _base_angle);
  37. pivot_y = y + lengthdir_y(side_len, _base_angle);
  38. }
  39. break;
  40. case "SPAWN":
  41. image_angle += abs(y_spd);
  42. x += x_spd;
  43. y += y_spd;
  44. if y_spd == 15
  45. {
  46. x_spd = 0;
  47. y_spd = 0;
  48. y_acc = 0;
  49. state = "IDLE";
  50. }
  51. y_spd += y_acc;
  52. break;
  53. }
  54. }
  55. function enemy_roll_init()
  56. {
  57. state = "ROLL";
  58. roll_spd = 5 * choose(-1, 1);
  59. roll_acc = -0.1 * sign(roll_spd);
  60. var _base_angle = (roll_spd > 0) ? 240 : 300;
  61. pivot_x = x + lengthdir_x(side_len, _base_angle);
  62. pivot_y = y + lengthdir_y(side_len, _base_angle);
  63. }
  64. function enemy_spawn_init()
  65. {
  66. y_spd = -15;
  67. x_spd = sign(global.player.x - x) * random_range(10, 15);
  68. y_acc = 0.6;
  69. state = "SPAWN";
  70. }