EnemyStates.gml 3.9 KB

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  1. function enemy_move_and_collide()
  2. {
  3. var _y_spd_total = (y_spd + y_spd_kb) * global.time_scale;
  4. var _x_spd_total = (x_spd + x_spd_kb) * global.time_scale;
  5. if place_meeting(x, y + _y_spd_total, oParentSolid)
  6. {
  7. while !place_meeting(x, y + sign(_y_spd_total), oParentSolid)
  8. y += sign(_y_spd_total);
  9. _y_spd_total = 0;
  10. y_spd = 0;
  11. y_spd_kb = 0;
  12. }
  13. y += _y_spd_total;
  14. if place_meeting(x + _x_spd_total, y, oParentSolid)
  15. {
  16. while !place_meeting(x + sign(_x_spd_total), y, oParentSolid)
  17. x += sign(_x_spd_total);
  18. _x_spd_total = 0;
  19. x_spd = 0;
  20. x_spd_kb = 0;
  21. }
  22. x += _x_spd_total;
  23. }
  24. function enemy_check_hazard()
  25. {
  26. var _current_hazard = instance_place(x, y, oParentHazard);
  27. if _current_hazard != noone
  28. {
  29. hp -= _current_hazard.damage;
  30. if hp <= 0
  31. {
  32. is_dead = true;
  33. instance_destroy();
  34. }
  35. }
  36. if hitstun_timer > 0
  37. return;
  38. var _dist_x = x_spd + (sign(x_spd) * sprite_width * 0.25);
  39. var _dist_y = y_spd + (sign(y_spd) * sprite_height * 0.25);
  40. if place_meeting(x + _dist_x, y, oParentSolid) ||
  41. place_meeting(x + _dist_x, y, oParentHazard)
  42. x_spd = 0;
  43. if place_meeting(x, y + _dist_y, oParentHazard)
  44. y_spd = 0;
  45. }
  46. function enemy_check_hitstun()
  47. {
  48. if hitstun_timer > 0
  49. {
  50. hitstun_timer -= global.time_scale;
  51. x_spd_kb = lerp(x_spd_kb, 0, 0.2);
  52. y_spd_kb = lerp(y_spd_kb, 0, 0.2);
  53. x_spd = 0;
  54. y_spd = 0;
  55. if global.developer_mode
  56. image_blend = c_orange;
  57. }
  58. else
  59. {
  60. x_spd_kb = 0;
  61. y_spd_kb = 0;
  62. image_blend = c_white;
  63. }
  64. }
  65. /// @desc 优雅地以该实例为原点,给定宽高、偏移与持续时间为参数,生成敌人middle/left碰撞箱(多用于横向攻击)
  66. /// @param {real} _x 碰撞箱宽度
  67. /// @param {real} _y 碰撞箱高度
  68. /// @param {real} _x_offset 碰撞箱与该实例在x轴上的偏移量,默认为0
  69. /// @param {real} _y_offset 碰撞箱与该实例在y轴上的偏移量,默认为0
  70. /// @param {real} _duration 碰撞箱持续时间,默认为0,即无限
  71. function enemy_create_hitboxML(_x, _y,
  72. _x_offset = 0, _y_offset = 0, _duration = 0)
  73. {
  74. var _hb = icd(oEnemyHitbox, x + _x_offset, y + _y_offset);
  75. _hb.owner = id;
  76. _hb.sprite_index = sEnemyHitboxML;
  77. _hb.x_offset = _x_offset;
  78. _hb.y_offset = _y_offset;
  79. var _base = 2;
  80. _hb.image_xscale = _x / _base * facing_x;
  81. _hb.image_yscale = _y / _base;
  82. /*
  83. oEnemyHitbox的基础大小为2*2
  84. 因为gml的1*1sprite无法将重心放在middle/center
  85. 此处定义后续用于缩放
  86. */
  87. if _duration != 0
  88. {
  89. _hb.hitbox_type = "BLADE";
  90. _hb.duration = _duration;
  91. }
  92. return _hb;
  93. }
  94. /// @desc 优雅地以该实例为原点,给定宽高为参数,生成敌人middle/center碰撞箱(多用于空中本体,射弹等)
  95. /// @param {real} _x 碰撞箱宽度
  96. /// @param {real} _y 碰撞箱高度
  97. function enemy_create_hitboxMC(_x, _y)
  98. {
  99. var _hb = icd(oEnemyHitbox, x, y);
  100. _hb.owner = id;
  101. _hb.sprite_index = sEnemyHitboxMC;
  102. var _base = 2;
  103. _hb.image_xscale = _x / _base;
  104. _hb.image_yscale = _y / _base;
  105. return _hb;
  106. }
  107. /// @desc 优雅地以该实例为原点,给定宽高、偏移与持续时间为参数,生成敌人bottom/center碰撞箱(多用于地面本体、纵向攻击等)
  108. /// @param {real} _x 碰撞箱宽度
  109. /// @param {real} _y 碰撞箱高度
  110. /// @param {real} _x_offset 碰撞箱与该实例在x轴上的偏移量,默认为0
  111. /// @param {real} _y_offset 碰撞箱与该实例在y轴上的偏移量,默认为0
  112. /// @param {real} _duration 碰撞箱持续时间,默认为0,即无限
  113. function enemy_create_hitboxBC(_x, _y,
  114. _x_offset = 0, _y_offset = 0, _duration = 0)
  115. {
  116. var _hb = icd(oEnemyHitbox, x + _x_offset, y + _y_offset);
  117. _hb.owner = id;
  118. _hb.sprite_index = sEnemyHitboxBC;
  119. _hb.x_offset = _x_offset;
  120. _hb.y_offset = _y_offset;
  121. var _base = 2;
  122. _hb.image_xscale = _x / _base;
  123. _hb.image_yscale = _y / _base;
  124. if _duration != 0
  125. {
  126. _hb.hitbox_type = "BLADE";
  127. _hb.duration = _duration;
  128. }
  129. return _hb;
  130. }