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PlayerStates.gml 9.6 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 oInput._dash
  48. dash_buffer = dash_buffer_max;
  49. if oInput._attack
  50. attack_buffer = attack_buffer_max;
  51. _move_dir = oInput._right - oInput._left;
  52. _on_ground = place_meeting(x, y + 1, oParentSolid)
  53. _on_wall = place_meeting(x + 1, y, oBlockClimbable)
  54. - place_meeting(x - 1, y, oBlockClimbable);
  55. if _on_ground || (_on_wall != 0)
  56. can_dash = true;
  57. if _on_ground
  58. {
  59. jump_cnt = 0;
  60. coyote_timer = coyote_max;
  61. }
  62. else if coyote_timer <= 0 && jump_cnt == 0
  63. jump_cnt = 1;
  64. if dash_cooldown > 0
  65. dash_cooldown -= global.time_scale;
  66. if dash_buffer > 0
  67. dash_buffer -= global.time_scale;
  68. if attack_buffer > 0
  69. attack_buffer -= global.time_scale;
  70. if move_lock_timer > 0
  71. move_lock_timer -= global.time_scale;
  72. if coyote_timer > 0
  73. coyote_timer -= global.time_scale;
  74. if invincible_timer > 0
  75. invincible_timer -= global.time_scale;
  76. if enter_room_timer > 0
  77. enter_room_timer -= global.time_scale;
  78. }
  79. function player_check_dash()
  80. {
  81. if dash_buffer > 0 && dash_cooldown <= 0 && can_dash
  82. {
  83. dash_buffer = 0;
  84. state = state_dash;
  85. set_sprite(sPlayerDash);
  86. dash_cooldown = 36;
  87. x_spd = image_xscale * walk_spd * 3;
  88. y_spd = 0;
  89. can_dash = false;
  90. }
  91. }
  92. function player_check_movement()
  93. {
  94. if move_lock_timer <= 0
  95. x_spd = _move_dir * walk_spd;
  96. }
  97. function player_check_jump()
  98. {
  99. if oInput.jump_buffer_timer > 0
  100. {
  101. if coyote_timer > 0
  102. {
  103. y_spd = jump_spd;
  104. jump_cnt = 1;
  105. oInput.jump_buffer_timer = 0;
  106. coyote_timer = 0;
  107. }
  108. else if _on_wall != 0
  109. {
  110. y_spd = jump_spd;
  111. x_spd = -_on_wall * walk_spd * 1.5;
  112. jump_cnt = 1;
  113. move_lock_timer = 10;
  114. oInput.jump_buffer_timer = 0;
  115. }
  116. else if jump_cnt < jump_max
  117. {
  118. icl(oDoubleJumpEffect);
  119. y_spd = jump_spd * 0.9;
  120. jump_cnt++;
  121. oInput.jump_buffer_timer = 0;
  122. }
  123. }
  124. if oInput._jump_r && y_spd < 0
  125. y_spd *= 0.4;
  126. }
  127. function player_check_attack()
  128. {
  129. if attack_buffer > 0
  130. {
  131. attack_buffer = 0;
  132. state = state_attack;
  133. set_sprite(sPlayerAttack);
  134. }
  135. }
  136. function player_check_dodge()
  137. {
  138. if (oInput._down || oInput._up) && _on_ground
  139. && (oInput._dash || state == state_dash)
  140. {
  141. state = state_dodge;
  142. set_sprite(sPlayerDodgeWait);
  143. dodge_phase = "WAIT";
  144. dodge_timer = 0;
  145. marked_target = noone;
  146. is_marked = false;
  147. is_perfect = false;
  148. var _hb = icl(oPlayerHitboxMark, x + facing * 60, y + 40);
  149. _hb.owner = id;
  150. _hb.x_offset = 60 * facing;
  151. _hb.y_offset = 40;
  152. }
  153. }
  154. function player_check_door()
  155. {
  156. if current_door == noone
  157. || state == state_enter_door
  158. || state == state_exit_door
  159. return;
  160. global.target_door_id = current_door.target_door_id;
  161. global.target_room = current_door.target_room;
  162. global.door_direction = current_door.door_direction;
  163. var _fade = icl(oFade);
  164. _fade._callback = function()
  165. {
  166. room_goto(global.target_room);
  167. camera_snap();
  168. };
  169. state = state_enter_door;
  170. x_spd = 0;
  171. y_spd = 0;
  172. }
  173. function state_enter_door()
  174. {
  175. switch(global.door_direction)
  176. {
  177. case "UP":
  178. y_spd += player_calc_gravity();
  179. set_sprite(sPlayerJump);
  180. image_index = 1;
  181. break;
  182. case "DOWN":
  183. y_spd = min(-3, y_spd);
  184. set_sprite(sPlayerJump);
  185. image_index = 0;
  186. break;
  187. case "LEFT":
  188. facing = 1;
  189. x_spd = facing * walk_spd;
  190. set_sprite(sPlayerWalk);
  191. break;
  192. case "RIGHT":
  193. facing = -1;
  194. x_spd = facing * walk_spd;
  195. set_sprite(sPlayerWalk);
  196. break;
  197. }
  198. }
  199. function state_exit_door()
  200. {
  201. y_spd += 0.5 * player_calc_gravity();
  202. switch(global.door_direction)
  203. {
  204. case "LEFT":
  205. facing = -1;
  206. x_spd = facing * walk_spd;
  207. set_sprite(sPlayerWalk);
  208. break;
  209. case "RIGHT":
  210. facing = 1;
  211. x_spd = facing * walk_spd;
  212. set_sprite(sPlayerWalk);
  213. break;
  214. }
  215. if enter_room_timer <= 0
  216. {
  217. state = state_free;
  218. global.target_door_id = -1;
  219. global.target_room = noone;
  220. global.door_direction = undefined;
  221. }
  222. }
  223. function player_check_attacked()
  224. {
  225. if current_attacker == noone || invincible_timer > 0
  226. //|| (state == state_dodge && dodge_phase == "WAIT")
  227. return;
  228. global.playerHP -= current_attacker.damage;
  229. invincible_timer = 80;
  230. var _dir = sign(x - current_attacker.x);
  231. if _dir == 0
  232. _dir = facing;
  233. global.hitstop = 12;
  234. x_spd = _dir * 30;
  235. y_spd = -5;
  236. state = state_hitstun_attacked;
  237. set_sprite(sPlayerHitstunAttacked);
  238. //effects
  239. }
  240. function player_check_hazard()
  241. {
  242. if current_hazard == noone
  243. return;
  244. global.playerHP -= current_hazard.damage;
  245. invincible_timer = 150;
  246. var _dir = sign(x - current_hazard.x);
  247. if _dir == 0
  248. _dir = facing;
  249. global.hitstop = 18;
  250. x_spd = _dir * 10;
  251. y_spd = -10;
  252. state = state_hitstun_hazard;
  253. set_sprite(sPlayerHitstunHazard);
  254. }
  255. function state_hitstun_attacked()
  256. {
  257. x_spd = lerp(x_spd, 0, 0.1);
  258. y_spd += player_calc_gravity();
  259. if animation_end()
  260. state = state_free;
  261. }
  262. function state_hitstun_hazard()
  263. {
  264. x_spd = lerp(x_spd, 0, 0.1);
  265. y_spd += player_calc_gravity();
  266. if animation_end()
  267. {
  268. alarm[1] = 60;
  269. state = state_locked;
  270. var _fade = icl(oFade);
  271. _fade._callback = function()
  272. {
  273. oPlayer.x = 160;//oPlayer.last_safe_x;
  274. oPlayer.y = 2016 - 540;//oPlayer.last_safe_y;
  275. camera_snap();
  276. };
  277. }
  278. }
  279. function state_free()
  280. {
  281. y_spd += player_calc_gravity();
  282. if _on_wall != 0 && y_spd > 0
  283. y_spd = min(y_spd, 3);
  284. /*下面是动画与视觉*/
  285. animation_spd = 0.25;
  286. if _move_dir != 0 //有输入
  287. {
  288. facing = _move_dir;
  289. if _on_ground
  290. set_sprite(sPlayerWalk); //走路
  291. }
  292. else set_sprite(sPlayerIdle); //待机
  293. if !_on_ground
  294. {
  295. if _on_wall == facing
  296. set_sprite(sPlayerWall);
  297. else
  298. {
  299. set_sprite(sPlayerJump);
  300. image_index = (y_spd < 0) ? 0 : 1;
  301. }
  302. }
  303. /*
  304. player_check_dodge();
  305. if state == state_dodge return;
  306. */
  307. player_check_movement();
  308. player_check_dash();
  309. player_check_jump();
  310. player_check_attack();
  311. }
  312. function state_dash()
  313. {
  314. y_spd += 0.2 * player_calc_gravity();
  315. icl(oPlayerAfterImage);
  316. if animation_end()
  317. {
  318. if !_on_ground
  319. jump_cnt = max(jump_cnt, 1);
  320. state = state_free;
  321. player_check_attack();
  322. }
  323. //player_check_dodge();
  324. }
  325. function state_attack()
  326. {
  327. player_check_movement();
  328. player_check_jump();
  329. player_check_dash();
  330. y_spd += player_calc_gravity();
  331. if image_index == 1
  332. {
  333. if oInput._down && !_on_ground
  334. {
  335. current_hb = icl(oPlayerHitboxDown, x, y + 64);
  336. current_hb.y_offset = 64;
  337. }
  338. else if oInput._up
  339. {
  340. current_hb = icl(oPlayerHitboxUp, x, y - 64);
  341. current_hb.y_offset = -64;
  342. }
  343. else
  344. {
  345. current_hb = icl(oPlayerHitboxHor, x + 72 * facing);
  346. current_hb.x_offset += 72 * facing;
  347. current_hb.kb_factor_x *= facing;
  348. }
  349. current_hb.owner = id;
  350. }
  351. // 攻击后摇结束
  352. if current_hb != noone
  353. if _on_ground && current_hb.object_index == oPlayerHitboxDown
  354. state = state_free;
  355. if facing = -_move_dir
  356. state = state_free;
  357. if animation_end()
  358. state = state_free;
  359. }
  360. function state_locked()
  361. {
  362. x_spd = 0;
  363. y_spd += player_calc_gravity();
  364. }
  365. /// @desc 返回基于玩家当前状态的重力值,注意不会自动赋值
  366. function player_calc_gravity()
  367. {
  368. var _g = global.g;
  369. if y_spd > 0
  370. _g *= 1.2; // 下坠
  371. if abs(y_spd) < 0.5
  372. _g *= 0.75; //滞空
  373. return _g; // * global.time_scale;
  374. }
  375. /*
  376. function state_dodge()
  377. {
  378. if dodge_phase == "WAIT"
  379. {
  380. x_spd = 0;
  381. if current_attacker != noone || animation_end()
  382. {
  383. y_spd = jump_spd;
  384. dodge_phase = "DODGE";
  385. set_sprite(sPlayerDodge);
  386. if current_attacker != noone && is_marked
  387. {
  388. is_perfect = true;
  389. invincible_timer = 150;
  390. global.time_scale = 0.2;
  391. global.hitstop = 20;
  392. }
  393. }
  394. }
  395. else if dodge_phase == "DODGE"
  396. {
  397. y_spd += global.g;
  398. if is_perfect icl(oPlayerAfterImage);
  399. if y_spd > 0
  400. {
  401. timer = 0;
  402. y_spd = 0;
  403. if is_perfect
  404. {
  405. state = state_arc_slash;
  406. set_sprite(sPlayerArcSlash);
  407. }
  408. else
  409. {
  410. state = state_dodge_ending;
  411. set_sprite(sPlayerDodgeEnding);
  412. }
  413. }
  414. }
  415. }
  416. function state_arc_slash()
  417. {
  418. if image_index == 12
  419. {
  420. var _hb = icd(oPlayerHitboxArc);
  421. _hb.owner = id;
  422. if facing == 1
  423. {
  424. _hb.image_xscale = 1;
  425. _hb.image_angle = 30;
  426. _hb.kb_factor_x *= 1;
  427. }
  428. else
  429. {
  430. _hb.image_xscale = -1;
  431. _hb.image_angle = -30;
  432. _hb.kb_factor_x *= -1;
  433. }
  434. }
  435. else if image_index > 12
  436. y_spd += global.g;
  437. if animation_end()
  438. {
  439. global.time_scale = 1.0;
  440. state = state_free;
  441. }
  442. }
  443. function state_dodge_ending()
  444. {
  445. if animation_end()
  446. state = state_free;
  447. }
  448. */