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HexAI.gml 1.3 KB

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  1. function hex_ai()
  2. {
  3. switch(state)
  4. {
  5. case "IDLE":
  6. if oMain._up
  7. roll_init();
  8. break;
  9. case "ROLL":
  10. rebounce_timer--;
  11. roll_spd += roll_acc;
  12. if abs(roll_angle + roll_spd) >= 60
  13. var _roll_spd = (60 - abs(roll_angle)) * sign(roll_angle);
  14. else
  15. var _roll_spd = roll_spd;
  16. roll_angle += _roll_spd;
  17. image_angle += _roll_spd;
  18. var _current_angle = point_direction(pivot_x, pivot_y, x, y);
  19. var _new_angle = _current_angle + _roll_spd;
  20. x = pivot_x + lengthdir_x(side_len, _new_angle);
  21. y = pivot_y + lengthdir_y(side_len, _new_angle);
  22. if collision_line(x, y, x + 128 * sign(-roll_spd), y, oParentSolid, false, false) != noone
  23. && rebounce_timer <= 0
  24. {
  25. roll_acc *= -1;
  26. roll_spd *= -1;
  27. rebounce_timer = 60;
  28. //state = "RETRACE";
  29. }
  30. else if abs(roll_angle) >= 60 || roll_angle == 0
  31. {
  32. roll_angle = 0;
  33. var _base_angle = (roll_spd > 0) ? 240 : 300;
  34. pivot_x = x + lengthdir_x(side_len, _base_angle);
  35. pivot_y = y + lengthdir_y(side_len, _base_angle);
  36. }
  37. break;
  38. case "RETRACE":
  39. //roll_spd += roll_acc;
  40. break;
  41. }
  42. }
  43. function roll_init()
  44. {
  45. state = "ROLL";
  46. roll_spd = 5;
  47. roll_acc = -0.1;
  48. var _base_angle = (roll_spd > 0) ? 240 : 300;
  49. pivot_x = x + lengthdir_x(side_len, _base_angle);
  50. pivot_y = y + lengthdir_y(side_len, _base_angle);
  51. }