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PlayerStates.gml 13 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. if state != state_focus
  48. INK_blend = 0;
  49. image_index += animation_spd * global.time_scale;
  50. if oMain._dash
  51. dash_buffer = dash_buffer_max;
  52. if oMain._attack
  53. attack_buffer = attack_buffer_max;
  54. if oMain._jump_p
  55. jump_buffer_timer = jump_buffer_max;
  56. _move_dir = oMain._right - oMain._left;
  57. _on_ground = place_meeting(x, y + 1, oParentSolid)
  58. _on_wall = place_meeting(x + 1, y, oBlockClimbable)
  59. - place_meeting(x - 1, y, oBlockClimbable);
  60. var _no_cliff = place_meeting(x - sprite_width, y + 1, oParentSolid)
  61. && place_meeting(x + sprite_width, y + 1, oParentSolid)
  62. var _no_hazard = !(place_meeting(x - sprite_width, y, oParentHazard)
  63. || place_meeting(x + sprite_width, y, oParentHazard))
  64. if _on_ground && _no_cliff && _no_hazard
  65. {
  66. last_safe_x = x;
  67. last_safe_y = y;
  68. }
  69. if _on_ground || (_on_wall != 0)
  70. can_dash = true;
  71. if _on_ground
  72. {
  73. jump_cnt = 0;
  74. coyote_timer = coyote_max;
  75. }
  76. else if coyote_timer <= 0 && jump_cnt == 0
  77. jump_cnt = 1;
  78. if dash_cooldown > 0
  79. dash_cooldown -= global.time_scale;
  80. if dash_buffer > 0
  81. dash_buffer -= global.time_scale;
  82. if attack_buffer > 0
  83. attack_buffer -= global.time_scale;
  84. if move_lock_timer > 0
  85. move_lock_timer -= global.time_scale;
  86. if coyote_timer > 0
  87. coyote_timer -= global.time_scale;
  88. if invincible_timer > 0
  89. invincible_timer -= global.time_scale;
  90. if enter_room_timer > 0
  91. enter_room_timer -= global.time_scale;
  92. if jump_buffer_timer > 0
  93. jump_buffer_timer -= global.time_scale;
  94. if flash_timer > 0
  95. flash_timer -= global.time_scale;
  96. }
  97. function player_check_dash()
  98. {
  99. if dash_buffer > 0 && dash_cooldown <= 0 && can_dash
  100. {
  101. dash_buffer = 0;
  102. state = state_dash;
  103. set_sprite(sPlayerDash);
  104. dash_cooldown = 36;
  105. x_spd = image_xscale * walk_spd * 3;
  106. y_spd = 0;
  107. can_dash = false;
  108. }
  109. }
  110. function player_check_movement()
  111. {
  112. if move_lock_timer <= 0
  113. x_spd = _move_dir * walk_spd;
  114. }
  115. function player_check_jump()
  116. {
  117. if jump_buffer_timer > 0
  118. {
  119. if coyote_timer > 0
  120. {
  121. y_spd = jump_spd;
  122. jump_cnt = 1;
  123. jump_buffer_timer = 0;
  124. coyote_timer = 0;
  125. }
  126. else if _on_wall != 0
  127. {
  128. y_spd = jump_spd;
  129. x_spd = -_on_wall * walk_spd * 1.5;
  130. jump_cnt = 1;
  131. move_lock_timer = 10;
  132. jump_buffer_timer = 0;
  133. }
  134. else if jump_cnt < jump_max
  135. {
  136. icl(oDoubleJumpEffect);
  137. y_spd = jump_spd * 0.9;
  138. jump_cnt++;
  139. jump_buffer_timer = 0;
  140. }
  141. }
  142. if oMain._jump_r && y_spd < 0
  143. y_spd *= 0.4;
  144. }
  145. function player_check_attack()
  146. {
  147. if attack_buffer > 0
  148. {
  149. attack_buffer = 0;
  150. state = state_attack;
  151. set_sprite(sPlayerAttack);
  152. }
  153. }
  154. function player_check_dodge()
  155. {
  156. if (oMain._down || oMain._up) && _on_ground
  157. && (oMain._dash || state == state_dash)
  158. {
  159. state = state_dodge;
  160. set_sprite(sPlayerDodgeWait);
  161. dodge_phase = "WAIT";
  162. dodge_timer = 0;
  163. marked_target = noone;
  164. is_marked = false;
  165. is_perfect = false;
  166. var _hb = icl(oPlayerHitboxMark, x + facing * 60, y + 40);
  167. _hb.owner = id;
  168. _hb.x_offset = 60 * facing;
  169. _hb.y_offset = 40;
  170. }
  171. }
  172. function player_check_death()
  173. {
  174. if state == state_death || state == state_locked
  175. return;
  176. if global.playerHP <= 0
  177. {
  178. /*
  179. var _drop = round(random_range(0.4 * global.save_data.player.Credit,
  180. 0.6 * global.save_data.player.Credit));
  181. global.save_data.player.Credit -= _drop;
  182. global.save_data.player.corpse.droppedCredit = _drop;
  183. global.save_data.player.corpse.targetRoom = room;
  184. global.save_data.player.corpse.xPos = x; //lastsafe
  185. global.save_data.player.corpse.yPos = y; //lastsafe
  186. */
  187. save_game_to_disk();
  188. state = state_death;
  189. set_sprite(sPlayerDeath);
  190. screen_shake(30);
  191. var _cam = view_camera[0];
  192. var _cam_x = camera_get_view_x(_cam);
  193. var _cam_y = camera_get_view_y(_cam);
  194. var _ripple = icl(oRippleDeath);
  195. _ripple.x = (x - _cam_x);
  196. _ripple.y = (y - _cam_y);
  197. }
  198. }
  199. function player_check_focus()
  200. {
  201. if oMain._focus && global.playerINK >= 9
  202. {
  203. set_sprite(sPlayerFocus);
  204. state = state_focus;
  205. repeat(40)
  206. icl(oFocusingEffect);
  207. }
  208. }
  209. function player_check_door()
  210. {
  211. if current_door == noone
  212. || state == state_enter_door
  213. || state == state_exit_door
  214. return;
  215. global.target_door_id = current_door.target_door_id;
  216. global.target_room = current_door.target_room;
  217. global.door_direction = current_door.door_direction;
  218. var _fade = icl(oFade);
  219. _fade._callback = function()
  220. {
  221. room_goto(global.target_room);
  222. camera_snap();
  223. };
  224. state = state_enter_door;
  225. x_spd = 0;
  226. y_spd = 0;
  227. }
  228. function state_enter_door()
  229. {
  230. switch(global.door_direction)
  231. {
  232. case "UP":
  233. y_spd += player_calc_gravity();
  234. set_sprite(sPlayerJump);
  235. image_index = 1;
  236. break;
  237. case "DOWN":
  238. y_spd = min(-3, y_spd);
  239. set_sprite(sPlayerJump);
  240. image_index = 0;
  241. break;
  242. case "LEFT":
  243. facing = 1;
  244. x_spd = facing * walk_spd;
  245. set_sprite(sPlayerWalk);
  246. break;
  247. case "RIGHT":
  248. facing = -1;
  249. x_spd = facing * walk_spd;
  250. set_sprite(sPlayerWalk);
  251. break;
  252. }
  253. }
  254. function state_exit_door()
  255. {
  256. y_spd += 0.5 * player_calc_gravity();
  257. switch(global.door_direction)
  258. {
  259. case "LEFT":
  260. facing = -1;
  261. x_spd = facing * walk_spd;
  262. set_sprite(sPlayerWalk);
  263. break;
  264. case "RIGHT":
  265. facing = 1;
  266. x_spd = facing * walk_spd;
  267. set_sprite(sPlayerWalk);
  268. break;
  269. }
  270. if enter_room_timer <= 0
  271. {
  272. state = state_free;
  273. global.target_door_id = -1;
  274. global.target_room = noone;
  275. global.door_direction = undefined;
  276. }
  277. }
  278. function player_check_attacked()
  279. {
  280. if current_attacker == noone || invincible_timer > 0
  281. || state == state_death
  282. //|| (state == state_dodge && dodge_phase == "WAIT")
  283. return;
  284. if state == state_focus
  285. {
  286. global.playerINK -= 9;
  287. global.hitstop = 24;
  288. INK_blend = 0;
  289. flash_duration = 24;
  290. flash_timer = 24;
  291. screen_shake(20);
  292. }
  293. else
  294. {
  295. global.hitstop = 12;
  296. screen_shake(10);
  297. }
  298. var _dir = sign(x - current_attacker.x);
  299. if _dir == 0
  300. _dir = facing;
  301. repeat(10)
  302. {
  303. var _pe = icl(oPlayerAttackedEffect, x, y - sprite_height / 2);
  304. _pe.x_spd *= _dir;
  305. }
  306. global.playerHP -= current_attacker.damage;
  307. invincible_timer = 80;
  308. x_spd = _dir * 30;
  309. y_spd = -5;
  310. state = state_hitstun_attacked;
  311. set_sprite(sPlayerHitstunAttacked);
  312. }
  313. function player_check_hazard()
  314. {
  315. if current_hazard == noone ||
  316. state == state_hitstun_hazard || state == state_death || state == state_locked
  317. return;
  318. global.playerHP -= current_hazard.damage;
  319. invincible_timer = 150;
  320. var _dir = sign(x - current_hazard.x);
  321. if _dir == 0
  322. _dir = facing;
  323. global.hitstop = 18;
  324. screen_shake(10);
  325. x_spd = _dir * 10;
  326. y_spd = -10;
  327. state = state_hitstun_hazard;
  328. set_sprite(sPlayerHitstunHazard);
  329. }
  330. function state_hitstun_attacked()
  331. {
  332. x_spd = lerp(x_spd, 0, 0.1);
  333. y_spd += player_calc_gravity();
  334. if animation_end()
  335. state = state_free;
  336. player_check_death();
  337. }
  338. function state_hitstun_hazard()
  339. {
  340. x_spd = lerp(x_spd, 0, 0.1);
  341. y_spd += player_calc_gravity();
  342. if animation_end()
  343. {
  344. state = state_locked;
  345. locked_timer = 60;
  346. var _fade = icl(oFade);
  347. _fade._callback = function()
  348. {
  349. oPlayer.x = oPlayer.last_safe_x;
  350. oPlayer.y = oPlayer.last_safe_y;
  351. //camera_snap();
  352. };
  353. }
  354. player_check_death();
  355. }
  356. function state_free()
  357. {
  358. y_spd += player_calc_gravity();
  359. if _on_wall != 0 && y_spd > 0
  360. y_spd = min(y_spd, 3);
  361. /*下面是动画与视觉*/
  362. animation_spd = 0.25;
  363. if _move_dir != 0 //有输入
  364. {
  365. facing = _move_dir;
  366. if _on_ground
  367. set_sprite(sPlayerWalk); //走路
  368. }
  369. else set_sprite(sPlayerIdle); //待机
  370. if !_on_ground
  371. {
  372. if _on_wall == facing
  373. set_sprite(sPlayerWall);
  374. else
  375. {
  376. set_sprite(sPlayerJump);
  377. image_index = (y_spd < 0) ? 0 : 1;
  378. }
  379. }
  380. /*
  381. player_check_dodge();
  382. if state == state_dodge return;
  383. */
  384. player_check_movement();
  385. player_check_dash();
  386. player_check_jump();
  387. player_check_attack();
  388. player_check_focus();
  389. }
  390. function state_dash()
  391. {
  392. y_spd += 0.2 * player_calc_gravity();
  393. var _inst = icl(oPlayerAfterImage);
  394. _inst.image_xscale = facing;
  395. if animation_end()
  396. {
  397. if !_on_ground
  398. jump_cnt = max(jump_cnt, 1);
  399. state = state_free;
  400. player_check_attack();
  401. }
  402. //player_check_dodge();
  403. player_check_focus();
  404. }
  405. function state_attack()
  406. {
  407. player_check_movement();
  408. player_check_jump();
  409. player_check_dash();
  410. player_check_focus();
  411. y_spd += player_calc_gravity();
  412. if image_index == 1
  413. {
  414. if oMain._down && !_on_ground
  415. current_hb = icl(oPlayerHitboxDown);
  416. else if oMain._up
  417. {
  418. current_hb = icl(oPlayerHitboxUp, x, y - 128);
  419. current_hb.y_offset = -128;
  420. }
  421. else
  422. {
  423. current_hb = icl(oPlayerHitboxHor, x, y - 64);
  424. current_hb.image_xscale = facing;
  425. current_hb.y_offset = -64;
  426. current_hb.hit_info.kbFactorX *= facing;
  427. }
  428. current_hb.owner = id;
  429. }
  430. // 攻击后摇结束
  431. if current_hb != noone
  432. if _on_ground && current_hb.object_index == oPlayerHitboxDown
  433. state = state_free;
  434. if facing = -_move_dir
  435. state = state_free;
  436. if animation_end()
  437. state = state_free;
  438. }
  439. function state_locked()
  440. {
  441. locked_timer -= global.time_scale;
  442. x_spd = 0;
  443. y_spd += player_calc_gravity();
  444. if locked_timer <= 0
  445. state = state_free;
  446. }
  447. function state_death()
  448. {
  449. x_spd = 0;
  450. y_spd = 0;
  451. invincible_timer = 150;
  452. if animation_end()
  453. {
  454. state = state_locked;
  455. invincible_timer = 150;
  456. locked_timer = 90;
  457. var _fade = icl(oFade);
  458. _fade._callback = function()
  459. {
  460. room_goto(asset_get_index(global.save_data.world.current_room));
  461. global.playerHP = global.save_data.player.maxHP;
  462. global.playerINK = 0;
  463. }
  464. }
  465. }
  466. function state_focus()
  467. {
  468. x_spd = 0;
  469. y_spd = 0;
  470. if animation_end()
  471. {
  472. player_add_INK(-9);
  473. global.playerHP += 3;
  474. global.playerHP = clamp(global.playerHP, 0, global.save_data.player.maxHP);
  475. state = state_free;
  476. flash_timer = 15;
  477. flash_duration = 15;
  478. INK_blend = 0;
  479. repeat(30)
  480. icl(oFocusEndEffect, x, y - sprite_height);
  481. }
  482. }
  483. /// @desc 返回基于玩家当前状态的重力值,注意不会自动赋值
  484. function player_calc_gravity()
  485. {
  486. var _g = global.g;
  487. if y_spd > 0
  488. _g *= 1.2; // 下坠
  489. if abs(y_spd) < 0.5
  490. _g *= 0.75; //滞空
  491. return _g; // * global.time_scale;
  492. }
  493. /*
  494. function state_dodge()
  495. {
  496. if dodge_phase == "WAIT"
  497. {
  498. x_spd = 0;
  499. if current_attacker != noone || animation_end()
  500. {
  501. y_spd = jump_spd;
  502. dodge_phase = "DODGE";
  503. set_sprite(sPlayerDodge);
  504. if current_attacker != noone && is_marked
  505. {
  506. is_perfect = true;
  507. invincible_timer = 150;
  508. global.time_scale = 0.2;
  509. global.hitstop = 20;
  510. }
  511. }
  512. }
  513. else if dodge_phase == "DODGE"
  514. {
  515. y_spd += global.g;
  516. if is_perfect icl(oPlayerAfterImage);
  517. if y_spd > 0
  518. {
  519. timer = 0;
  520. y_spd = 0;
  521. if is_perfect
  522. {
  523. state = state_arc_slash;
  524. set_sprite(sPlayerArcSlash);
  525. }
  526. else
  527. {
  528. state = state_dodge_ending;
  529. set_sprite(sPlayerDodgeEnding);
  530. }
  531. }
  532. }
  533. }
  534. function state_arc_slash()
  535. {
  536. if image_index == 12
  537. {
  538. var _hb = icd(oPlayerHitboxArc);
  539. _hb.owner = id;
  540. if facing == 1
  541. {
  542. _hb.image_xscale = 1;
  543. _hb.image_angle = 30;
  544. _hb.kb_factor_x *= 1;
  545. }
  546. else
  547. {
  548. _hb.image_xscale = -1;
  549. _hb.image_angle = -30;
  550. _hb.kb_factor_x *= -1;
  551. }
  552. }
  553. else if image_index > 12
  554. y_spd += global.g;
  555. if animation_end()
  556. {
  557. global.time_scale = 1.0;
  558. state = state_free;
  559. }
  560. }
  561. function state_dodge_ending()
  562. {
  563. if animation_end()
  564. state = state_free;
  565. }
  566. */