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- function enemy_hex_ai()
- {
- roll_spd = clamp(roll_spd, -20, 20);
- switch(state)
- {
- case "IDLE":
- enemy_roll_init();
- break;
-
- case "ROLL":
-
- rebounce_timer--;
- roll_spd += roll_acc;
-
- var _roll_spd;
-
- if abs(roll_angle + roll_spd) >= 60
- _roll_spd = (60 - abs(roll_angle)) * sign(roll_angle);
-
- else if sign(roll_angle) == -sign(roll_angle + roll_spd)
- _roll_spd = -roll_angle;
-
- else
- _roll_spd = roll_spd;
-
- roll_angle += _roll_spd;
- image_angle += _roll_spd;
-
- var _current_angle = point_direction(pivot_x, pivot_y, x, y);
- var _new_angle = _current_angle + _roll_spd;
-
- x = pivot_x + lengthdir_x(side_len, _new_angle);
- y = pivot_y + lengthdir_y(side_len, _new_angle);
-
- if collision_line(x, y, x + 32 * sign(-roll_spd), y, oParentSolid, false, false) != noone
- && rebounce_timer <= 0
- {
- roll_spd *= -1;
- roll_acc *= -1;
- rebounce_timer = 12;
- }
- else if abs(roll_angle) == 60 || roll_angle == 0
- {
- roll_angle = 0;
-
- var _base_angle = (roll_spd > 0) ? 240 : 300;
- pivot_x = x + lengthdir_x(side_len, _base_angle);
- pivot_y = y + lengthdir_y(side_len, _base_angle);
- }
- break;
-
- case "SPAWN":
-
- image_angle += abs(y_spd);
- x += x_spd;
- y += y_spd;
-
- if y_spd == 15
- {
- x_spd = 0;
- y_spd = 0;
- y_acc = 0;
- state = "IDLE";
- }
- y_spd += y_acc;
- break;
- }
- }
- function enemy_roll_init()
- {
- state = "ROLL";
- roll_spd = 5 * choose(-1, 1);
- roll_acc = -0.1 * sign(roll_spd);
- var _base_angle = (roll_spd > 0) ? 240 : 300;
- pivot_x = x + lengthdir_x(side_len, _base_angle);
- pivot_y = y + lengthdir_y(side_len, _base_angle);
- }
- function enemy_spawn_init()
- {
- y_spd = -15;
- x_spd = sign(global.player.x - x) * random_range(10, 15);
-
- y_acc = 0.6;
-
- state = "SPAWN";
- }
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