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