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PlayerStates.gml 10 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 global.playerHP <= 0
  161. {
  162. save_game_to_disk();
  163. state = state_death;
  164. set_sprite(sPlayerDeath);
  165. }
  166. }
  167. function player_check_door()
  168. {
  169. if current_door == noone
  170. || state == state_enter_door
  171. || state == state_exit_door
  172. return;
  173. global.target_door_id = current_door.target_door_id;
  174. global.target_room = current_door.target_room;
  175. global.door_direction = current_door.door_direction;
  176. var _fade = icl(oFade);
  177. _fade._callback = function()
  178. {
  179. room_goto(global.target_room);
  180. camera_snap();
  181. };
  182. state = state_enter_door;
  183. x_spd = 0;
  184. y_spd = 0;
  185. }
  186. function state_enter_door()
  187. {
  188. switch(global.door_direction)
  189. {
  190. case "UP":
  191. y_spd += player_calc_gravity();
  192. set_sprite(sPlayerJump);
  193. image_index = 1;
  194. break;
  195. case "DOWN":
  196. y_spd = min(-3, y_spd);
  197. set_sprite(sPlayerJump);
  198. image_index = 0;
  199. break;
  200. case "LEFT":
  201. facing = 1;
  202. x_spd = facing * walk_spd;
  203. set_sprite(sPlayerWalk);
  204. break;
  205. case "RIGHT":
  206. facing = -1;
  207. x_spd = facing * walk_spd;
  208. set_sprite(sPlayerWalk);
  209. break;
  210. }
  211. }
  212. function state_exit_door()
  213. {
  214. y_spd += 0.5 * player_calc_gravity();
  215. switch(global.door_direction)
  216. {
  217. case "LEFT":
  218. facing = -1;
  219. x_spd = facing * walk_spd;
  220. set_sprite(sPlayerWalk);
  221. break;
  222. case "RIGHT":
  223. facing = 1;
  224. x_spd = facing * walk_spd;
  225. set_sprite(sPlayerWalk);
  226. break;
  227. }
  228. if enter_room_timer <= 0
  229. {
  230. state = state_free;
  231. global.target_door_id = -1;
  232. global.target_room = noone;
  233. global.door_direction = undefined;
  234. }
  235. }
  236. function player_check_attacked()
  237. {
  238. if current_attacker == noone || invincible_timer > 0
  239. || state == state_death
  240. //|| (state == state_dodge && dodge_phase == "WAIT")
  241. return;
  242. global.playerHP -= current_attacker.damage;
  243. invincible_timer = 80;
  244. var _dir = sign(x - current_attacker.x);
  245. if _dir == 0
  246. _dir = facing;
  247. global.hitstop = 12;
  248. x_spd = _dir * 30;
  249. y_spd = -5;
  250. state = state_hitstun_attacked;
  251. set_sprite(sPlayerHitstunAttacked);
  252. //effects
  253. }
  254. function player_check_hazard()
  255. {
  256. if current_hazard == noone ||
  257. state == state_hitstun_hazard || state == state_death
  258. return;
  259. global.playerHP -= current_hazard.damage;
  260. invincible_timer = 150;
  261. var _dir = sign(x - current_hazard.x);
  262. if _dir == 0
  263. _dir = facing;
  264. global.hitstop = 18;
  265. x_spd = _dir * 10;
  266. y_spd = -10;
  267. state = state_hitstun_hazard;
  268. set_sprite(sPlayerHitstunHazard);
  269. }
  270. function state_hitstun_attacked()
  271. {
  272. x_spd = lerp(x_spd, 0, 0.1);
  273. y_spd += player_calc_gravity();
  274. if animation_end()
  275. state = state_free;
  276. player_check_death();
  277. }
  278. function state_hitstun_hazard()
  279. {
  280. x_spd = lerp(x_spd, 0, 0.1);
  281. y_spd += player_calc_gravity();
  282. if animation_end()
  283. {
  284. state = state_locked;
  285. locked_timer = 60;
  286. var _fade = icl(oFade);
  287. _fade._callback = function()
  288. {
  289. oPlayer.x = 160;//oPlayer.last_safe_x;
  290. oPlayer.y = 2016 - 540 + 64;//oPlayer.last_safe_y;
  291. camera_snap();
  292. };
  293. }
  294. player_check_death();
  295. }
  296. function state_free()
  297. {
  298. y_spd += player_calc_gravity();
  299. if _on_wall != 0 && y_spd > 0
  300. y_spd = min(y_spd, 3);
  301. /*下面是动画与视觉*/
  302. animation_spd = 0.25;
  303. if _move_dir != 0 //有输入
  304. {
  305. facing = _move_dir;
  306. if _on_ground
  307. set_sprite(sPlayerWalk); //走路
  308. }
  309. else set_sprite(sPlayerIdle); //待机
  310. if !_on_ground
  311. {
  312. if _on_wall == facing
  313. set_sprite(sPlayerWall);
  314. else
  315. {
  316. set_sprite(sPlayerJump);
  317. image_index = (y_spd < 0) ? 0 : 1;
  318. }
  319. }
  320. /*
  321. player_check_dodge();
  322. if state == state_dodge return;
  323. */
  324. player_check_movement();
  325. player_check_dash();
  326. player_check_jump();
  327. player_check_attack();
  328. player_check_death();
  329. }
  330. function state_dash()
  331. {
  332. y_spd += 0.2 * player_calc_gravity();
  333. icl(oPlayerAfterImage);
  334. if animation_end()
  335. {
  336. if !_on_ground
  337. jump_cnt = max(jump_cnt, 1);
  338. state = state_free;
  339. player_check_attack();
  340. }
  341. //player_check_dodge();
  342. player_check_death();
  343. }
  344. function state_attack()
  345. {
  346. player_check_movement();
  347. player_check_jump();
  348. player_check_dash();
  349. player_check_death();
  350. y_spd += player_calc_gravity();
  351. if image_index == 1
  352. {
  353. if oMain._down && !_on_ground
  354. current_hb = icl(oPlayerHitboxDown);
  355. else if oMain._up
  356. {
  357. current_hb = icl(oPlayerHitboxUp, x, y - 128);
  358. current_hb.y_offset = -128;
  359. }
  360. else
  361. {
  362. current_hb = icl(oPlayerHitboxHor, x + 72 * facing, y - 64);
  363. current_hb.x_offset += 72 * facing;
  364. current_hb.y_offset = -64;
  365. current_hb.kb_factor_x *= facing;
  366. }
  367. current_hb.owner = id;
  368. }
  369. // 攻击后摇结束
  370. if current_hb != noone
  371. if _on_ground && current_hb.object_index == oPlayerHitboxDown
  372. state = state_free;
  373. if facing = -_move_dir
  374. state = state_free;
  375. if animation_end()
  376. state = state_free;
  377. }
  378. function state_locked()
  379. {
  380. locked_timer -= global.time_scale;
  381. x_spd = 0;
  382. y_spd = 0;
  383. if locked_timer <= 0
  384. state = state_free;
  385. }
  386. function state_death()
  387. {
  388. x_spd = 0;
  389. y_spd = 0;
  390. if animation_end()
  391. {
  392. global.playerHP = global.save_data.player.maxHP;
  393. state = state_locked;
  394. locked_timer = 120;
  395. var _fade = icl(oFade);
  396. _fade._callback = function()
  397. {
  398. room_goto(asset_get_index(global.save_data.world.current_room));
  399. }
  400. }
  401. }
  402. /// @desc 返回基于玩家当前状态的重力值,注意不会自动赋值
  403. function player_calc_gravity()
  404. {
  405. var _g = global.g;
  406. if y_spd > 0
  407. _g *= 1.2; // 下坠
  408. if abs(y_spd) < 0.5
  409. _g *= 0.75; //滞空
  410. return _g; // * global.time_scale;
  411. }
  412. /*
  413. function state_dodge()
  414. {
  415. if dodge_phase == "WAIT"
  416. {
  417. x_spd = 0;
  418. if current_attacker != noone || animation_end()
  419. {
  420. y_spd = jump_spd;
  421. dodge_phase = "DODGE";
  422. set_sprite(sPlayerDodge);
  423. if current_attacker != noone && is_marked
  424. {
  425. is_perfect = true;
  426. invincible_timer = 150;
  427. global.time_scale = 0.2;
  428. global.hitstop = 20;
  429. }
  430. }
  431. }
  432. else if dodge_phase == "DODGE"
  433. {
  434. y_spd += global.g;
  435. if is_perfect icl(oPlayerAfterImage);
  436. if y_spd > 0
  437. {
  438. timer = 0;
  439. y_spd = 0;
  440. if is_perfect
  441. {
  442. state = state_arc_slash;
  443. set_sprite(sPlayerArcSlash);
  444. }
  445. else
  446. {
  447. state = state_dodge_ending;
  448. set_sprite(sPlayerDodgeEnding);
  449. }
  450. }
  451. }
  452. }
  453. function state_arc_slash()
  454. {
  455. if image_index == 12
  456. {
  457. var _hb = icd(oPlayerHitboxArc);
  458. _hb.owner = id;
  459. if facing == 1
  460. {
  461. _hb.image_xscale = 1;
  462. _hb.image_angle = 30;
  463. _hb.kb_factor_x *= 1;
  464. }
  465. else
  466. {
  467. _hb.image_xscale = -1;
  468. _hb.image_angle = -30;
  469. _hb.kb_factor_x *= -1;
  470. }
  471. }
  472. else if image_index > 12
  473. y_spd += global.g;
  474. if animation_end()
  475. {
  476. global.time_scale = 1.0;
  477. state = state_free;
  478. }
  479. }
  480. function state_dodge_ending()
  481. {
  482. if animation_end()
  483. state = state_free;
  484. }
  485. */