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PlayerStates.gml 12 KB

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  1. function player_move_and_collide()
  2. {
  3. if global.hitstop > 0
  4. return;
  5. y_spd *= global.time_scale;
  6. x_spd *= global.time_scale;
  7. if place_meeting(x, y + y_spd, oParentSolid)
  8. {
  9. while !place_meeting(x, y + sign(y_spd), oParentSolid)
  10. y += sign(y_spd);
  11. y_spd = 0;
  12. }
  13. y += y_spd;
  14. if place_meeting(x + x_spd, y, oParentSolid)
  15. {
  16. var _max_step = (y_spd == 0) ? 16 : 8; //前者地面容错,后者空中容错
  17. var _stepped = false;
  18. for(var i = 0; i < _max_step; i++)
  19. if !place_meeting(x + x_spd, y - i, oParentSolid)
  20. {
  21. y -= i;
  22. _stepped = true;
  23. break;
  24. }
  25. if !_stepped
  26. {
  27. while !place_meeting(x + sign(x_spd), y, oParentSolid)
  28. x += sign(x_spd);
  29. x_spd = 0;
  30. }
  31. }
  32. x += x_spd;
  33. y_spd /= global.time_scale;
  34. x_spd /= global.time_scale;
  35. }
  36. function player_status_update()
  37. {
  38. global.playerHP = clamp(global.playerHP, 0, global.save_data.player.maxHP);
  39. global.playerINK = clamp(global.playerINK, 0, global.save_data.player.maxINK);
  40. current_attacker = instance_place(x, y, oEnemyHitbox);
  41. current_hazard = instance_place(x, y, oParentHazard);
  42. current_door = instance_place(x, y, oDoor);
  43. if state != state_attack && instance_exists(current_hb)
  44. instance_destroy(current_hb);
  45. if !instance_exists(current_hb)
  46. current_hb = noone;
  47. /**/
  48. image_index += animation_spd;
  49. if oMain._dash
  50. dash_buffer = dash_buffer_max;
  51. if oMain._attack
  52. attack_buffer = attack_buffer_max;
  53. if oMain._jump_p
  54. jump_buffer_timer = jump_buffer_max;
  55. _move_dir = oMain._right - oMain._left;
  56. _on_ground = place_meeting(x, y + 1, oParentSolid)
  57. _on_wall = place_meeting(x + 1, y, oBlockClimbable)
  58. - place_meeting(x - 1, y, oBlockClimbable);
  59. if _on_ground || (_on_wall != 0)
  60. can_dash = true;
  61. if _on_ground
  62. {
  63. jump_cnt = 0;
  64. coyote_timer = coyote_max;
  65. }
  66. else if coyote_timer <= 0 && jump_cnt == 0
  67. jump_cnt = 1;
  68. if dash_cooldown > 0
  69. dash_cooldown -= global.time_scale;
  70. if dash_buffer > 0
  71. dash_buffer -= global.time_scale;
  72. if attack_buffer > 0
  73. attack_buffer -= global.time_scale;
  74. if move_lock_timer > 0
  75. move_lock_timer -= global.time_scale;
  76. if coyote_timer > 0
  77. coyote_timer -= global.time_scale;
  78. if invincible_timer > 0
  79. invincible_timer -= global.time_scale;
  80. if enter_room_timer > 0
  81. enter_room_timer -= global.time_scale;
  82. if jump_buffer_timer > 0
  83. jump_buffer_timer--;
  84. }
  85. function player_check_dash()
  86. {
  87. if dash_buffer > 0 && dash_cooldown <= 0 && can_dash
  88. {
  89. dash_buffer = 0;
  90. state = state_dash;
  91. set_sprite(sPlayerDash);
  92. dash_cooldown = 36;
  93. x_spd = image_xscale * walk_spd * 3;
  94. y_spd = 0;
  95. can_dash = false;
  96. }
  97. }
  98. function player_check_movement()
  99. {
  100. if move_lock_timer <= 0
  101. x_spd = _move_dir * walk_spd;
  102. }
  103. function player_check_jump()
  104. {
  105. if jump_buffer_timer > 0
  106. {
  107. if coyote_timer > 0
  108. {
  109. y_spd = jump_spd;
  110. jump_cnt = 1;
  111. jump_buffer_timer = 0;
  112. coyote_timer = 0;
  113. }
  114. else if _on_wall != 0
  115. {
  116. y_spd = jump_spd;
  117. x_spd = -_on_wall * walk_spd * 1.5;
  118. jump_cnt = 1;
  119. move_lock_timer = 10;
  120. jump_buffer_timer = 0;
  121. }
  122. else if jump_cnt < jump_max
  123. {
  124. icl(oDoubleJumpEffect);
  125. y_spd = jump_spd * 0.9;
  126. jump_cnt++;
  127. jump_buffer_timer = 0;
  128. }
  129. }
  130. if oMain._jump_r && y_spd < 0
  131. y_spd *= 0.4;
  132. }
  133. function player_check_attack()
  134. {
  135. if attack_buffer > 0
  136. {
  137. attack_buffer = 0;
  138. state = state_attack;
  139. set_sprite(sPlayerAttack);
  140. }
  141. }
  142. function player_check_dodge()
  143. {
  144. if (oMain._down || oMain._up) && _on_ground
  145. && (oMain._dash || state == state_dash)
  146. {
  147. state = state_dodge;
  148. set_sprite(sPlayerDodgeWait);
  149. dodge_phase = "WAIT";
  150. dodge_timer = 0;
  151. marked_target = noone;
  152. is_marked = false;
  153. is_perfect = false;
  154. var _hb = icl(oPlayerHitboxMark, x + facing * 60, y + 40);
  155. _hb.owner = id;
  156. _hb.x_offset = 60 * facing;
  157. _hb.y_offset = 40;
  158. }
  159. }
  160. function player_check_death()
  161. {
  162. if state == state_death
  163. return;
  164. if global.playerHP <= 0
  165. {
  166. var _drop = round(random_range(0.4 * global.save_data.player.Credit,
  167. 0.6 * global.save_data.player.Credit));
  168. global.save_data.player.Credit -= _drop;
  169. global.save_data.player.corpse.droppedCredit = _drop;
  170. global.save_data.player.corpse.targetRoom = room;
  171. global.save_data.player.corpse.xPos = x; //lastsafe
  172. global.save_data.player.corpse.yPos = y; //lastsafe
  173. save_game_to_disk();
  174. state = state_death;
  175. set_sprite(sPlayerDeath);
  176. }
  177. }
  178. function player_check_focus()
  179. {
  180. if oMain._focus && global.playerINK >= 0
  181. {
  182. set_sprite(sPlayerFocus);
  183. state = state_focus;
  184. repeat(40)
  185. icl(oFocusingEffect);
  186. }
  187. }
  188. function player_check_door()
  189. {
  190. if current_door == noone
  191. || state == state_enter_door
  192. || state == state_exit_door
  193. return;
  194. global.target_door_id = current_door.target_door_id;
  195. global.target_room = current_door.target_room;
  196. global.door_direction = current_door.door_direction;
  197. var _fade = icl(oFade);
  198. _fade._callback = function()
  199. {
  200. room_goto(global.target_room);
  201. camera_snap();
  202. };
  203. state = state_enter_door;
  204. x_spd = 0;
  205. y_spd = 0;
  206. }
  207. function state_enter_door()
  208. {
  209. switch(global.door_direction)
  210. {
  211. case "UP":
  212. y_spd += player_calc_gravity();
  213. set_sprite(sPlayerJump);
  214. image_index = 1;
  215. break;
  216. case "DOWN":
  217. y_spd = min(-3, y_spd);
  218. set_sprite(sPlayerJump);
  219. image_index = 0;
  220. break;
  221. case "LEFT":
  222. facing = 1;
  223. x_spd = facing * walk_spd;
  224. set_sprite(sPlayerWalk);
  225. break;
  226. case "RIGHT":
  227. facing = -1;
  228. x_spd = facing * walk_spd;
  229. set_sprite(sPlayerWalk);
  230. break;
  231. }
  232. }
  233. function state_exit_door()
  234. {
  235. y_spd += 0.5 * player_calc_gravity();
  236. switch(global.door_direction)
  237. {
  238. case "LEFT":
  239. facing = -1;
  240. x_spd = facing * walk_spd;
  241. set_sprite(sPlayerWalk);
  242. break;
  243. case "RIGHT":
  244. facing = 1;
  245. x_spd = facing * walk_spd;
  246. set_sprite(sPlayerWalk);
  247. break;
  248. }
  249. if enter_room_timer <= 0
  250. {
  251. state = state_free;
  252. global.target_door_id = -1;
  253. global.target_room = noone;
  254. global.door_direction = undefined;
  255. }
  256. }
  257. function player_check_attacked()
  258. {
  259. if current_attacker == noone || invincible_timer > 0
  260. || state == state_death
  261. //|| (state == state_dodge && dodge_phase == "WAIT")
  262. return;
  263. if state == state_focus
  264. {
  265. global.playerINK -= 9;
  266. global.hitstop = 24;
  267. }
  268. else global.hitstop = 12;
  269. global.playerHP -= current_attacker.damage;
  270. invincible_timer = 80;
  271. var _dir = sign(x - current_attacker.x);
  272. if _dir == 0
  273. _dir = facing;
  274. screen_shake(10);
  275. x_spd = _dir * 30;
  276. y_spd = -5;
  277. state = state_hitstun_attacked;
  278. set_sprite(sPlayerHitstunAttacked);
  279. //effects
  280. }
  281. function player_check_hazard()
  282. {
  283. if current_hazard == noone ||
  284. state == state_hitstun_hazard || state == state_death || state == state_locked
  285. return;
  286. global.playerHP -= current_hazard.damage;
  287. invincible_timer = 150;
  288. var _dir = sign(x - current_hazard.x);
  289. if _dir == 0
  290. _dir = facing;
  291. global.hitstop = 18;
  292. screen_shake(10);
  293. x_spd = _dir * 10;
  294. y_spd = -10;
  295. state = state_hitstun_hazard;
  296. set_sprite(sPlayerHitstunHazard);
  297. }
  298. function state_hitstun_attacked()
  299. {
  300. x_spd = lerp(x_spd, 0, 0.1);
  301. y_spd += player_calc_gravity();
  302. if animation_end()
  303. state = state_free;
  304. player_check_death();
  305. }
  306. function state_hitstun_hazard()
  307. {
  308. x_spd = lerp(x_spd, 0, 0.1);
  309. y_spd += player_calc_gravity();
  310. if animation_end()
  311. {
  312. state = state_locked;
  313. locked_timer = 60;
  314. var _fade = icl(oFade);
  315. _fade._callback = function()
  316. {
  317. oPlayer.x = 160;//oPlayer.last_safe_x;
  318. oPlayer.y = 2016 - 540 + 64;//oPlayer.last_safe_y;
  319. camera_snap();
  320. };
  321. }
  322. player_check_death();
  323. }
  324. function state_free()
  325. {
  326. y_spd += player_calc_gravity();
  327. if _on_wall != 0 && y_spd > 0
  328. y_spd = min(y_spd, 3);
  329. /*下面是动画与视觉*/
  330. animation_spd = 0.25;
  331. if _move_dir != 0 //有输入
  332. {
  333. facing = _move_dir;
  334. if _on_ground
  335. set_sprite(sPlayerWalk); //走路
  336. }
  337. else set_sprite(sPlayerIdle); //待机
  338. if !_on_ground
  339. {
  340. if _on_wall == facing
  341. set_sprite(sPlayerWall);
  342. else
  343. {
  344. set_sprite(sPlayerJump);
  345. image_index = (y_spd < 0) ? 0 : 1;
  346. }
  347. }
  348. /*
  349. player_check_dodge();
  350. if state == state_dodge return;
  351. */
  352. player_check_movement();
  353. player_check_dash();
  354. player_check_jump();
  355. player_check_attack();
  356. player_check_focus();
  357. }
  358. function state_dash()
  359. {
  360. y_spd += 0.2 * player_calc_gravity();
  361. icl(oPlayerAfterImage);
  362. if animation_end()
  363. {
  364. if !_on_ground
  365. jump_cnt = max(jump_cnt, 1);
  366. state = state_free;
  367. player_check_attack();
  368. }
  369. //player_check_dodge();
  370. player_check_focus();
  371. }
  372. function state_attack()
  373. {
  374. player_check_movement();
  375. player_check_jump();
  376. player_check_dash();
  377. y_spd += player_calc_gravity();
  378. if image_index == 1
  379. {
  380. if oMain._down && !_on_ground
  381. current_hb = icl(oPlayerHitboxDown);
  382. else if oMain._up
  383. {
  384. current_hb = icl(oPlayerHitboxUp, x, y - 128);
  385. current_hb.y_offset = -128;
  386. }
  387. else
  388. {
  389. current_hb = icl(oPlayerHitboxHor, x, y - 64);
  390. current_hb.image_xscale = facing;
  391. current_hb.y_offset = -64;
  392. current_hb.hit_info.kbFactorX *= facing;
  393. }
  394. current_hb.owner = id;
  395. }
  396. // 攻击后摇结束
  397. if current_hb != noone
  398. if _on_ground && current_hb.object_index == oPlayerHitboxDown
  399. state = state_free;
  400. if facing = -_move_dir
  401. state = state_free;
  402. if animation_end()
  403. state = state_free;
  404. }
  405. function state_locked()
  406. {
  407. locked_timer -= global.time_scale;
  408. x_spd = 0;
  409. y_spd += player_calc_gravity();
  410. if locked_timer <= 0
  411. state = state_free;
  412. }
  413. function state_death()
  414. {
  415. x_spd = 0;
  416. y_spd = 0;
  417. if animation_end()
  418. {
  419. global.playerHP = global.save_data.player.maxHP;
  420. global.playerINK = 0;
  421. state = state_locked;
  422. locked_timer = 90;
  423. var _fade = icl(oFade);
  424. _fade._callback = function()
  425. {
  426. room_goto(asset_get_index(global.save_data.world.current_room));
  427. }
  428. }
  429. }
  430. function state_focus()
  431. {
  432. x_spd = 0;
  433. y_spd = 0;
  434. if animation_end()
  435. {
  436. player_add_INK(0);
  437. global.playerHP += 3;
  438. global.playerHP = clamp(global.playerHP, 0, global.save_data.player.maxHP);
  439. state = state_free;
  440. repeat(40)
  441. icl(oFocusEndEffect);
  442. }
  443. }
  444. /// @desc 返回基于玩家当前状态的重力值,注意不会自动赋值
  445. function player_calc_gravity()
  446. {
  447. var _g = global.g;
  448. if y_spd > 0
  449. _g *= 1.2; // 下坠
  450. if abs(y_spd) < 0.5
  451. _g *= 0.75; //滞空
  452. return _g; // * global.time_scale;
  453. }
  454. /*
  455. function state_dodge()
  456. {
  457. if dodge_phase == "WAIT"
  458. {
  459. x_spd = 0;
  460. if current_attacker != noone || animation_end()
  461. {
  462. y_spd = jump_spd;
  463. dodge_phase = "DODGE";
  464. set_sprite(sPlayerDodge);
  465. if current_attacker != noone && is_marked
  466. {
  467. is_perfect = true;
  468. invincible_timer = 150;
  469. global.time_scale = 0.2;
  470. global.hitstop = 20;
  471. }
  472. }
  473. }
  474. else if dodge_phase == "DODGE"
  475. {
  476. y_spd += global.g;
  477. if is_perfect icl(oPlayerAfterImage);
  478. if y_spd > 0
  479. {
  480. timer = 0;
  481. y_spd = 0;
  482. if is_perfect
  483. {
  484. state = state_arc_slash;
  485. set_sprite(sPlayerArcSlash);
  486. }
  487. else
  488. {
  489. state = state_dodge_ending;
  490. set_sprite(sPlayerDodgeEnding);
  491. }
  492. }
  493. }
  494. }
  495. function state_arc_slash()
  496. {
  497. if image_index == 12
  498. {
  499. var _hb = icd(oPlayerHitboxArc);
  500. _hb.owner = id;
  501. if facing == 1
  502. {
  503. _hb.image_xscale = 1;
  504. _hb.image_angle = 30;
  505. _hb.kb_factor_x *= 1;
  506. }
  507. else
  508. {
  509. _hb.image_xscale = -1;
  510. _hb.image_angle = -30;
  511. _hb.kb_factor_x *= -1;
  512. }
  513. }
  514. else if image_index > 12
  515. y_spd += global.g;
  516. if animation_end()
  517. {
  518. global.time_scale = 1.0;
  519. state = state_free;
  520. }
  521. }
  522. function state_dodge_ending()
  523. {
  524. if animation_end()
  525. state = state_free;
  526. }
  527. */