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general.gml 1.8 KB

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  1. function check_hitstop()
  2. {
  3. if global.hitstop > 0
  4. return true;
  5. else
  6. return false;
  7. }
  8. /// @desc 优雅地检测该实例的sprite当前动画是否到达最后一帧
  9. function animation_end()
  10. {
  11. if animation_spd == 0
  12. return false;
  13. return (image_index + animation_spd >= image_number);
  14. }
  15. /// @desc 优雅地将该实例的sprite替换为给定值,并将sprite_index归零
  16. /// @param {Asset.GMSprite} _sprite 将要替换为的sprite
  17. function set_sprite(_sprite)
  18. {
  19. if sprite_index != _sprite
  20. {
  21. sprite_index = _sprite;
  22. image_index = 0;
  23. }
  24. }
  25. function camera_snap()
  26. {
  27. oCamera.x = oCamera.x_to;
  28. oCamera.y = oCamera.y_to;
  29. }
  30. /// @desc 触发屏幕震动
  31. /// @param {Real} _magnitude 以像素计算的震动强度
  32. // @param {Real} _frames 以帧计算的持续时间
  33. function screen_shake(_magnitude)//, _duration)
  34. {
  35. // 只有当新的震动比当前的更强时才覆盖
  36. with(oCamera)
  37. {
  38. if _magnitude > shake_magnitude
  39. {
  40. shake_magnitude = _magnitude;
  41. //shake_duration = _duration;
  42. }
  43. }
  44. }
  45. function self_check_destroy()
  46. {
  47. if struct_exists(global.save_data.world.destroyed_objects, uuid)
  48. instance_destroy();
  49. }
  50. function self_record_destroy(_callback = undefined)
  51. {
  52. var _list = global.save_data.world.destroyed_objects;
  53. _list[$ uuid] = true;
  54. if is_method(_callback)
  55. _callback();
  56. save_game_to_disk();
  57. instance_destroy();
  58. }
  59. function player_add_INK(_amount)
  60. {
  61. if global.playerINK + _amount >
  62. global.save_data.player.maxINK
  63. global.playerINK = global.save_data.player.maxINK;
  64. else
  65. global.playerINK += _amount;
  66. }
  67. function player_add_HP(_amount)
  68. {
  69. if global.playerHP + _amount >
  70. global.save_data.player.maxHP
  71. global.playerHP = global.save_data.player.maxHP;
  72. else
  73. global.playerHP += _amount;
  74. }