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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. 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. save_game_to_disk();
  167. state = state_death;
  168. set_sprite(sPlayerDeath);
  169. }
  170. }
  171. function player_check_focus()
  172. {
  173. if oMain._focus && global.playerINK >= 9
  174. {
  175. set_sprite(sPlayerFocus);
  176. state = state_focus;
  177. }
  178. }
  179. function player_check_door()
  180. {
  181. if current_door == noone
  182. || state == state_enter_door
  183. || state == state_exit_door
  184. return;
  185. global.target_door_id = current_door.target_door_id;
  186. global.target_room = current_door.target_room;
  187. global.door_direction = current_door.door_direction;
  188. var _fade = icl(oFade);
  189. _fade._callback = function()
  190. {
  191. room_goto(global.target_room);
  192. camera_snap();
  193. };
  194. state = state_enter_door;
  195. x_spd = 0;
  196. y_spd = 0;
  197. }
  198. function state_enter_door()
  199. {
  200. switch(global.door_direction)
  201. {
  202. case "UP":
  203. y_spd += player_calc_gravity();
  204. set_sprite(sPlayerJump);
  205. image_index = 1;
  206. break;
  207. case "DOWN":
  208. y_spd = min(-3, y_spd);
  209. set_sprite(sPlayerJump);
  210. image_index = 0;
  211. break;
  212. case "LEFT":
  213. facing = 1;
  214. x_spd = facing * walk_spd;
  215. set_sprite(sPlayerWalk);
  216. break;
  217. case "RIGHT":
  218. facing = -1;
  219. x_spd = facing * walk_spd;
  220. set_sprite(sPlayerWalk);
  221. break;
  222. }
  223. }
  224. function state_exit_door()
  225. {
  226. y_spd += 0.5 * player_calc_gravity();
  227. switch(global.door_direction)
  228. {
  229. case "LEFT":
  230. facing = -1;
  231. x_spd = facing * walk_spd;
  232. set_sprite(sPlayerWalk);
  233. break;
  234. case "RIGHT":
  235. facing = 1;
  236. x_spd = facing * walk_spd;
  237. set_sprite(sPlayerWalk);
  238. break;
  239. }
  240. if enter_room_timer <= 0
  241. {
  242. state = state_free;
  243. global.target_door_id = -1;
  244. global.target_room = noone;
  245. global.door_direction = undefined;
  246. }
  247. }
  248. function player_check_attacked()
  249. {
  250. if current_attacker == noone || invincible_timer > 0
  251. || state == state_death
  252. //|| (state == state_dodge && dodge_phase == "WAIT")
  253. return;
  254. if state == state_focus
  255. {
  256. global.playerINK -= 9;
  257. global.hitstop = 24;
  258. }
  259. else global.hitstop = 12;
  260. global.playerHP -= current_attacker.damage;
  261. invincible_timer = 80;
  262. var _dir = sign(x - current_attacker.x);
  263. if _dir == 0
  264. _dir = facing;
  265. screen_shake(10);
  266. x_spd = _dir * 30;
  267. y_spd = -5;
  268. state = state_hitstun_attacked;
  269. set_sprite(sPlayerHitstunAttacked);
  270. //effects
  271. }
  272. function player_check_hazard()
  273. {
  274. if current_hazard == noone ||
  275. state == state_hitstun_hazard || state == state_death || state == state_locked
  276. return;
  277. global.playerHP -= current_hazard.damage;
  278. invincible_timer = 150;
  279. var _dir = sign(x - current_hazard.x);
  280. if _dir == 0
  281. _dir = facing;
  282. global.hitstop = 18;
  283. screen_shake(10);
  284. x_spd = _dir * 10;
  285. y_spd = -10;
  286. state = state_hitstun_hazard;
  287. set_sprite(sPlayerHitstunHazard);
  288. }
  289. function state_hitstun_attacked()
  290. {
  291. x_spd = lerp(x_spd, 0, 0.1);
  292. y_spd += player_calc_gravity();
  293. if animation_end()
  294. state = state_free;
  295. player_check_death();
  296. }
  297. function state_hitstun_hazard()
  298. {
  299. x_spd = lerp(x_spd, 0, 0.1);
  300. y_spd += player_calc_gravity();
  301. if animation_end()
  302. {
  303. state = state_locked;
  304. locked_timer = 60;
  305. var _fade = icl(oFade);
  306. _fade._callback = function()
  307. {
  308. oPlayer.x = 160;//oPlayer.last_safe_x;
  309. oPlayer.y = 2016 - 540 + 64;//oPlayer.last_safe_y;
  310. camera_snap();
  311. };
  312. }
  313. player_check_death();
  314. }
  315. function state_free()
  316. {
  317. y_spd += player_calc_gravity();
  318. if _on_wall != 0 && y_spd > 0
  319. y_spd = min(y_spd, 3);
  320. /*下面是动画与视觉*/
  321. animation_spd = 0.25;
  322. if _move_dir != 0 //有输入
  323. {
  324. facing = _move_dir;
  325. if _on_ground
  326. set_sprite(sPlayerWalk); //走路
  327. }
  328. else set_sprite(sPlayerIdle); //待机
  329. if !_on_ground
  330. {
  331. if _on_wall == facing
  332. set_sprite(sPlayerWall);
  333. else
  334. {
  335. set_sprite(sPlayerJump);
  336. image_index = (y_spd < 0) ? 0 : 1;
  337. }
  338. }
  339. /*
  340. player_check_dodge();
  341. if state == state_dodge return;
  342. */
  343. player_check_movement();
  344. player_check_dash();
  345. player_check_jump();
  346. player_check_attack();
  347. player_check_focus();
  348. }
  349. function state_dash()
  350. {
  351. y_spd += 0.2 * player_calc_gravity();
  352. icl(oPlayerAfterImage);
  353. if animation_end()
  354. {
  355. if !_on_ground
  356. jump_cnt = max(jump_cnt, 1);
  357. state = state_free;
  358. player_check_attack();
  359. }
  360. //player_check_dodge();
  361. player_check_focus();
  362. }
  363. function state_attack()
  364. {
  365. player_check_movement();
  366. player_check_jump();
  367. player_check_dash();
  368. y_spd += player_calc_gravity();
  369. if image_index == 1
  370. {
  371. if oMain._down && !_on_ground
  372. current_hb = icl(oPlayerHitboxDown);
  373. else if oMain._up
  374. {
  375. current_hb = icl(oPlayerHitboxUp, x, y - 128);
  376. current_hb.y_offset = -128;
  377. }
  378. else
  379. {
  380. current_hb = icl(oPlayerHitboxHor, x + 72 * facing, y - 64);
  381. current_hb.x_offset += 72 * facing;
  382. current_hb.y_offset = -64;
  383. current_hb.kb_factor_x *= facing;
  384. }
  385. current_hb.owner = id;
  386. }
  387. // 攻击后摇结束
  388. if current_hb != noone
  389. if _on_ground && current_hb.object_index == oPlayerHitboxDown
  390. state = state_free;
  391. if facing = -_move_dir
  392. state = state_free;
  393. if animation_end()
  394. state = state_free;
  395. }
  396. function state_locked()
  397. {
  398. locked_timer -= global.time_scale;
  399. x_spd = 0;
  400. y_spd += player_calc_gravity();
  401. if locked_timer <= 0
  402. state = state_free;
  403. }
  404. function state_death()
  405. {
  406. x_spd = 0;
  407. y_spd = 0;
  408. if animation_end()
  409. {
  410. global.playerHP = global.save_data.player.maxHP;
  411. global.playerINK = 0;
  412. state = state_locked;
  413. locked_timer = 120;
  414. var _fade = icl(oFade);
  415. _fade._callback = function()
  416. {
  417. room_goto(asset_get_index(global.save_data.world.current_room));
  418. }
  419. }
  420. }
  421. function state_focus()
  422. {
  423. x_spd = 0;
  424. y_spd = 0;
  425. if animation_end()
  426. {
  427. global.playerINK -= 9;
  428. global.playerHP += 3;
  429. global.playerHP = clamp(global.playerHP, 0, global.save_data.player.maxHP);
  430. state = state_free;
  431. }
  432. }
  433. /// @desc 返回基于玩家当前状态的重力值,注意不会自动赋值
  434. function player_calc_gravity()
  435. {
  436. var _g = global.g;
  437. if y_spd > 0
  438. _g *= 1.2; // 下坠
  439. if abs(y_spd) < 0.5
  440. _g *= 0.75; //滞空
  441. return _g; // * global.time_scale;
  442. }
  443. /*
  444. function state_dodge()
  445. {
  446. if dodge_phase == "WAIT"
  447. {
  448. x_spd = 0;
  449. if current_attacker != noone || animation_end()
  450. {
  451. y_spd = jump_spd;
  452. dodge_phase = "DODGE";
  453. set_sprite(sPlayerDodge);
  454. if current_attacker != noone && is_marked
  455. {
  456. is_perfect = true;
  457. invincible_timer = 150;
  458. global.time_scale = 0.2;
  459. global.hitstop = 20;
  460. }
  461. }
  462. }
  463. else if dodge_phase == "DODGE"
  464. {
  465. y_spd += global.g;
  466. if is_perfect icl(oPlayerAfterImage);
  467. if y_spd > 0
  468. {
  469. timer = 0;
  470. y_spd = 0;
  471. if is_perfect
  472. {
  473. state = state_arc_slash;
  474. set_sprite(sPlayerArcSlash);
  475. }
  476. else
  477. {
  478. state = state_dodge_ending;
  479. set_sprite(sPlayerDodgeEnding);
  480. }
  481. }
  482. }
  483. }
  484. function state_arc_slash()
  485. {
  486. if image_index == 12
  487. {
  488. var _hb = icd(oPlayerHitboxArc);
  489. _hb.owner = id;
  490. if facing == 1
  491. {
  492. _hb.image_xscale = 1;
  493. _hb.image_angle = 30;
  494. _hb.kb_factor_x *= 1;
  495. }
  496. else
  497. {
  498. _hb.image_xscale = -1;
  499. _hb.image_angle = -30;
  500. _hb.kb_factor_x *= -1;
  501. }
  502. }
  503. else if image_index > 12
  504. y_spd += global.g;
  505. if animation_end()
  506. {
  507. global.time_scale = 1.0;
  508. state = state_free;
  509. }
  510. }
  511. function state_dodge_ending()
  512. {
  513. if animation_end()
  514. state = state_free;
  515. }
  516. */