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EnemyStates.gml 2.8 KB

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  1. function enemy_move_and_collide()
  2. {
  3. var _y_spd_total = (y_spd + y_spd_kb) * global.time_scale;
  4. var _x_spd_total = (x_spd + x_spd_kb) * global.time_scale;
  5. if place_meeting(x, y + _y_spd_total, oParentSolid)
  6. {
  7. while !place_meeting(x, y + sign(_y_spd_total), oParentSolid)
  8. y += sign(_y_spd_total);
  9. _y_spd_total = 0;
  10. y_spd = 0;
  11. y_spd_kb = 0;
  12. }
  13. y += _y_spd_total;
  14. if place_meeting(x + _x_spd_total, y, oParentSolid)
  15. {
  16. while !place_meeting(x + sign(_x_spd_total), y, oParentSolid)
  17. x += sign(_x_spd_total);
  18. _x_spd_total = 0;
  19. x_spd = 0;
  20. x_spd_kb = 0;
  21. }
  22. x += _x_spd_total;
  23. }
  24. function enemy_check_hitstun()
  25. {
  26. if hitstun_timer > 0
  27. {
  28. hitstun_timer -= global.time_scale;
  29. x_spd_kb = lerp(x_spd_kb, 0, 0.2);
  30. y_spd_kb = lerp(y_spd_kb, 0, 0.2);
  31. x_spd = 0;
  32. y_spd = 0;
  33. if global.developer_mode
  34. image_blend = c_orange;
  35. }
  36. else
  37. {
  38. x_spd_kb = 0;
  39. y_spd_kb = 0;
  40. image_blend = c_white;
  41. }
  42. }
  43. /// @desc 优雅地以该实例为原点,给定宽高、偏移与持续时间为参数,生成敌人middle/left碰撞箱(多用于攻击)
  44. /// @param {real} _x 碰撞箱宽度
  45. /// @param {real} _y 碰撞箱高度
  46. /// @param {real} _x_offset 碰撞箱与该实例在x轴上的偏移量,默认为0
  47. /// @param {real} _y_offset 碰撞箱与该实例在y轴上的偏移量,默认为0
  48. /// @param {real} _duration 碰撞箱持续时间,默认为0,即无限
  49. function enemy_create_hitboxML(_x, _y,
  50. _x_offset = 0, _y_offset = 0, _duration = 0)
  51. {
  52. var _hb = icd(oEnemyHitbox, x + _x_offset, y + _y_offset);
  53. _hb.owner = id;
  54. _hb.sprite_index = sEnemyHitboxML;
  55. _hb.x_offset = _x_offset;
  56. _hb.y_offset = _y_offset;
  57. var _base = 2;
  58. _hb.image_xscale = _x / _base * facing;
  59. _hb.image_yscale = _y / _base;
  60. /*
  61. oEnemyHitbox的基础大小为2*2
  62. 因为gml的1*1sprite无法将重心放在middle/center
  63. 此处定义后续用于缩放
  64. */
  65. if _duration != 0
  66. {
  67. _hb.hitbox_type = "BLADE";
  68. _hb.duration = _duration;
  69. }
  70. return _hb;
  71. }
  72. /// @desc 优雅地以该实例为原点,给定宽高为参数,生成敌人middle/center碰撞箱(多用于空中本体,射弹等)
  73. /// @param {real} _x 碰撞箱宽度
  74. /// @param {real} _y 碰撞箱高度
  75. function enemy_create_hitboxMC(_x, _y)
  76. {
  77. var _hb = icd(oEnemyHitbox, x, y);
  78. _hb.owner = id;
  79. _hb.sprite_index = sEnemyHitboxMC;
  80. var _base = 2;
  81. _hb.image_xscale = _x / _base;
  82. _hb.image_yscale = _y / _base;
  83. return _hb;
  84. }
  85. /// @desc 优雅地以该实例为原点,给定宽高为参数,生成敌人bottom/center碰撞箱(多用于地面本体)
  86. /// @param {real} _x 碰撞箱宽度
  87. /// @param {real} _y 碰撞箱高度
  88. function enemy_create_hitboxBC(_x, _y)
  89. {
  90. var _hb = icd(oEnemyHitbox, x, y);
  91. _hb.owner = id;
  92. _hb.sprite_index = sEnemyHitboxBC;
  93. var _base = 2;
  94. _hb.image_xscale = _x / _base;
  95. _hb.image_yscale = _y / _base;
  96. return _hb;
  97. }