PlayerStates.gml 9.7 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_door()
  159. {
  160. if current_door == noone
  161. || state == state_enter_door
  162. || state == state_exit_door
  163. return;
  164. global.target_door_id = current_door.target_door_id;
  165. global.target_room = current_door.target_room;
  166. global.door_direction = current_door.door_direction;
  167. var _fade = icl(oFade);
  168. _fade._callback = function()
  169. {
  170. room_goto(global.target_room);
  171. camera_snap();
  172. };
  173. state = state_enter_door;
  174. x_spd = 0;
  175. y_spd = 0;
  176. }
  177. function state_enter_door()
  178. {
  179. switch(global.door_direction)
  180. {
  181. case "UP":
  182. y_spd += player_calc_gravity();
  183. set_sprite(sPlayerJump);
  184. image_index = 1;
  185. break;
  186. case "DOWN":
  187. y_spd = min(-3, y_spd);
  188. set_sprite(sPlayerJump);
  189. image_index = 0;
  190. break;
  191. case "LEFT":
  192. facing = 1;
  193. x_spd = facing * walk_spd;
  194. set_sprite(sPlayerWalk);
  195. break;
  196. case "RIGHT":
  197. facing = -1;
  198. x_spd = facing * walk_spd;
  199. set_sprite(sPlayerWalk);
  200. break;
  201. }
  202. }
  203. function state_exit_door()
  204. {
  205. y_spd += 0.5 * player_calc_gravity();
  206. switch(global.door_direction)
  207. {
  208. case "LEFT":
  209. facing = -1;
  210. x_spd = facing * walk_spd;
  211. set_sprite(sPlayerWalk);
  212. break;
  213. case "RIGHT":
  214. facing = 1;
  215. x_spd = facing * walk_spd;
  216. set_sprite(sPlayerWalk);
  217. break;
  218. }
  219. if enter_room_timer <= 0
  220. {
  221. state = state_free;
  222. global.target_door_id = -1;
  223. global.target_room = noone;
  224. global.door_direction = undefined;
  225. }
  226. }
  227. function player_check_attacked()
  228. {
  229. if current_attacker == noone || invincible_timer > 0
  230. //|| (state == state_dodge && dodge_phase == "WAIT")
  231. return;
  232. global.playerHP -= current_attacker.damage;
  233. invincible_timer = 80;
  234. var _dir = sign(x - current_attacker.x);
  235. if _dir == 0
  236. _dir = facing;
  237. global.hitstop = 12;
  238. x_spd = _dir * 30;
  239. y_spd = -5;
  240. state = state_hitstun_attacked;
  241. set_sprite(sPlayerHitstunAttacked);
  242. //effects
  243. }
  244. function player_check_hazard()
  245. {
  246. if current_hazard == noone
  247. return;
  248. global.playerHP -= current_hazard.damage;
  249. invincible_timer = 150;
  250. var _dir = sign(x - current_hazard.x);
  251. if _dir == 0
  252. _dir = facing;
  253. global.hitstop = 18;
  254. x_spd = _dir * 10;
  255. y_spd = -10;
  256. state = state_hitstun_hazard;
  257. set_sprite(sPlayerHitstunHazard);
  258. }
  259. function state_hitstun_attacked()
  260. {
  261. x_spd = lerp(x_spd, 0, 0.1);
  262. y_spd += player_calc_gravity();
  263. if animation_end()
  264. state = state_free;
  265. }
  266. function state_hitstun_hazard()
  267. {
  268. x_spd = lerp(x_spd, 0, 0.1);
  269. y_spd += player_calc_gravity();
  270. if animation_end()
  271. {
  272. alarm[1] = 60;
  273. state = state_locked;
  274. var _fade = icl(oFade);
  275. _fade._callback = function()
  276. {
  277. oPlayer.x = 160;//oPlayer.last_safe_x;
  278. oPlayer.y = 2016 - 540;//oPlayer.last_safe_y;
  279. camera_snap();
  280. };
  281. }
  282. }
  283. function state_free()
  284. {
  285. y_spd += player_calc_gravity();
  286. if _on_wall != 0 && y_spd > 0
  287. y_spd = min(y_spd, 3);
  288. /*下面是动画与视觉*/
  289. animation_spd = 0.25;
  290. if _move_dir != 0 //有输入
  291. {
  292. facing = _move_dir;
  293. if _on_ground
  294. set_sprite(sPlayerWalk); //走路
  295. }
  296. else set_sprite(sPlayerIdle); //待机
  297. if !_on_ground
  298. {
  299. if _on_wall == facing
  300. set_sprite(sPlayerWall);
  301. else
  302. {
  303. set_sprite(sPlayerJump);
  304. image_index = (y_spd < 0) ? 0 : 1;
  305. }
  306. }
  307. /*
  308. player_check_dodge();
  309. if state == state_dodge return;
  310. */
  311. player_check_movement();
  312. player_check_dash();
  313. player_check_jump();
  314. player_check_attack();
  315. }
  316. function state_dash()
  317. {
  318. y_spd += 0.2 * player_calc_gravity();
  319. icl(oPlayerAfterImage);
  320. if animation_end()
  321. {
  322. if !_on_ground
  323. jump_cnt = max(jump_cnt, 1);
  324. state = state_free;
  325. player_check_attack();
  326. }
  327. //player_check_dodge();
  328. }
  329. function state_attack()
  330. {
  331. player_check_movement();
  332. player_check_jump();
  333. player_check_dash();
  334. y_spd += player_calc_gravity();
  335. if image_index == 1
  336. {
  337. if oMain._down && !_on_ground
  338. current_hb = icl(oPlayerHitboxDown);
  339. else if oMain._up
  340. {
  341. current_hb = icl(oPlayerHitboxUp, x, y - 128);
  342. current_hb.y_offset = -128;
  343. }
  344. else
  345. {
  346. current_hb = icl(oPlayerHitboxHor, x + 72 * facing, y - 64);
  347. current_hb.x_offset += 72 * facing;
  348. current_hb.y_offset = -64;
  349. current_hb.kb_factor_x *= facing;
  350. }
  351. current_hb.owner = id;
  352. }
  353. // 攻击后摇结束
  354. if current_hb != noone
  355. if _on_ground && current_hb.object_index == oPlayerHitboxDown
  356. state = state_free;
  357. if facing = -_move_dir
  358. state = state_free;
  359. if animation_end()
  360. state = state_free;
  361. }
  362. function state_locked()
  363. {
  364. x_spd = 0;
  365. y_spd += player_calc_gravity();
  366. }
  367. /// @desc 返回基于玩家当前状态的重力值,注意不会自动赋值
  368. function player_calc_gravity()
  369. {
  370. var _g = global.g;
  371. if y_spd > 0
  372. _g *= 1.2; // 下坠
  373. if abs(y_spd) < 0.5
  374. _g *= 0.75; //滞空
  375. return _g; // * global.time_scale;
  376. }
  377. /*
  378. function state_dodge()
  379. {
  380. if dodge_phase == "WAIT"
  381. {
  382. x_spd = 0;
  383. if current_attacker != noone || animation_end()
  384. {
  385. y_spd = jump_spd;
  386. dodge_phase = "DODGE";
  387. set_sprite(sPlayerDodge);
  388. if current_attacker != noone && is_marked
  389. {
  390. is_perfect = true;
  391. invincible_timer = 150;
  392. global.time_scale = 0.2;
  393. global.hitstop = 20;
  394. }
  395. }
  396. }
  397. else if dodge_phase == "DODGE"
  398. {
  399. y_spd += global.g;
  400. if is_perfect icl(oPlayerAfterImage);
  401. if y_spd > 0
  402. {
  403. timer = 0;
  404. y_spd = 0;
  405. if is_perfect
  406. {
  407. state = state_arc_slash;
  408. set_sprite(sPlayerArcSlash);
  409. }
  410. else
  411. {
  412. state = state_dodge_ending;
  413. set_sprite(sPlayerDodgeEnding);
  414. }
  415. }
  416. }
  417. }
  418. function state_arc_slash()
  419. {
  420. if image_index == 12
  421. {
  422. var _hb = icd(oPlayerHitboxArc);
  423. _hb.owner = id;
  424. if facing == 1
  425. {
  426. _hb.image_xscale = 1;
  427. _hb.image_angle = 30;
  428. _hb.kb_factor_x *= 1;
  429. }
  430. else
  431. {
  432. _hb.image_xscale = -1;
  433. _hb.image_angle = -30;
  434. _hb.kb_factor_x *= -1;
  435. }
  436. }
  437. else if image_index > 12
  438. y_spd += global.g;
  439. if animation_end()
  440. {
  441. global.time_scale = 1.0;
  442. state = state_free;
  443. }
  444. }
  445. function state_dodge_ending()
  446. {
  447. if animation_end()
  448. state = state_free;
  449. }
  450. */