PlayerStates.gml 7.4 KB

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  1. function player_move_and_collide()
  2. {
  3. if place_meeting(x, y + y_spd, oParentSolid)
  4. {
  5. while !place_meeting(x, y + sign(y_spd), oParentSolid)
  6. y += sign(y_spd);
  7. y_spd = 0;
  8. }
  9. y += y_spd;
  10. if place_meeting(x + x_spd, y, oParentSolid)
  11. {
  12. var _max_step = (y_spd == 0) ? 16 : 8; //前者地面容错,后者空中容错
  13. var _stepped = false;
  14. for(var i = 0; i < _max_step; i++)
  15. if !place_meeting(x + x_spd, y - i, oParentSolid)
  16. {
  17. y -= i;
  18. _stepped = true;
  19. break;
  20. }
  21. if !_stepped
  22. {
  23. while !place_meeting(x + sign(x_spd), y, oParentSolid)
  24. x += sign(x_spd);
  25. x_spd = 0;
  26. }
  27. }
  28. x += x_spd;
  29. }
  30. function player_status_update()
  31. {
  32. current_attacker = instance_place(x, y, oEnemyHitbox);
  33. /**/
  34. image_index += animation_spd;
  35. if oInput._dash
  36. dash_buffer = dash_buffer_max;
  37. if oInput._attack
  38. attack_buffer = attack_buffer_max;
  39. _move_dir = oInput._right - oInput._left;
  40. _on_ground = place_meeting(x, y + 1, oParentSolid)
  41. _on_wall = place_meeting(x + 1, y, oBlockClimbable)
  42. - place_meeting(x - 1, y, oBlockClimbable);
  43. if _on_ground || (_on_wall != 0)
  44. can_dash = true;
  45. if _on_ground
  46. {
  47. jump_cnt = 0;
  48. coyote_timer = coyote_max;
  49. }
  50. else if coyote_timer <= 0 && jump_cnt == 0
  51. jump_cnt = 1;
  52. if dash_cooldown > 0
  53. dash_cooldown--;
  54. if dash_buffer > 0
  55. dash_buffer--;
  56. if attack_buffer > 0
  57. attack_buffer--;
  58. if move_lock_timer > 0
  59. move_lock_timer--;
  60. if coyote_timer > 0
  61. coyote_timer--;
  62. }
  63. function player_check_dash()
  64. {
  65. if dash_buffer > 0 && dash_cooldown <= 0 && can_dash
  66. {
  67. dash_buffer = 0;
  68. state = state_dash;
  69. set_sprite(sPlayerDash);
  70. dash_cooldown = 36;
  71. x_spd = image_xscale * walk_spd * 3;
  72. y_spd = 0;
  73. can_dash = false;
  74. }
  75. }
  76. function player_check_movement()
  77. {
  78. if move_lock_timer <= 0
  79. x_spd = _move_dir * walk_spd;
  80. }
  81. function player_check_jump()
  82. {
  83. if oInput.jump_buffer_timer > 0
  84. {
  85. if coyote_timer > 0
  86. {
  87. y_spd = jump_spd;
  88. jump_cnt = 1;
  89. oInput.jump_buffer_timer = 0;
  90. coyote_timer = 0;
  91. }
  92. else if _on_wall != 0
  93. {
  94. y_spd = jump_spd;
  95. x_spd = -_on_wall * walk_spd * 1.5;
  96. jump_cnt = 1;
  97. move_lock_timer = 10;
  98. oInput.jump_buffer_timer = 0;
  99. }
  100. else if jump_cnt < jump_max
  101. {
  102. icl(oDoubleJumpEffect);
  103. y_spd = jump_spd * 0.9;
  104. jump_cnt++;
  105. oInput.jump_buffer_timer = 0;
  106. }
  107. }
  108. if oInput._jump_r && y_spd < 0
  109. y_spd *= 0.4;
  110. }
  111. function player_check_attack()
  112. {
  113. if attack_buffer > 0
  114. {
  115. attack_buffer = 0;
  116. state = state_attack;
  117. set_sprite(sPlayerAttack);
  118. }
  119. }
  120. function player_check_dodge()
  121. {
  122. if (oInput._down || oInput._up) && _on_ground
  123. && (oInput._dash || state == state_dash)
  124. {
  125. state = state_dodge;
  126. set_sprite(sPlayerDodgeWait);
  127. dodge_phase = "WAIT";
  128. dodge_timer = 0;
  129. marked_target = noone;
  130. is_marked = false;
  131. is_perfect = false;
  132. var _hb = icl(oPlayerHitboxMark, x + facing * 60, y + 40);
  133. _hb.owner = id;
  134. _hb.x_offset = 60 * facing;
  135. _hb.y_offset = 40;
  136. }
  137. }
  138. function player_check_attacked()
  139. {
  140. if current_attacker == noone || is_invincible
  141. || (state == state_dodge && dodge_phase == "WAIT")
  142. return;
  143. global.playerHP -= current_attacker.damage;
  144. is_invincible = true;
  145. alarm[0] = 80; // 稍后取缔
  146. var _dir = sign(x - current_attacker.x);
  147. if _dir == 0
  148. _dir = facing;
  149. global.hitstop = 12;
  150. x_spd = _dir * 30;
  151. y_spd = -5;
  152. state = state_hitstun_attacked;
  153. set_sprite(sPlayerHitstunAttacked);
  154. //effects
  155. }
  156. function player_check_hazard()
  157. {
  158. var _hazard = instance_place(x, y, oParentHazard);
  159. if _hazard != noone
  160. {
  161. global.playerHP -= _hazard.damage;
  162. is_invincible = true;
  163. alarm[0] = 150;
  164. var _dir = sign(x - _hazard.x);
  165. if _dir == 0
  166. _dir = facing;
  167. global.hitstop = 18;
  168. x_spd = _dir * 10;
  169. y_spd = -10;
  170. state = state_hitstun_hazard;
  171. set_sprite(sPlayerHitstunHazard);
  172. }
  173. }
  174. function state_hitstun_attacked()
  175. {
  176. x_spd = lerp(x_spd, 0, 0.1);
  177. y_spd += global.g;
  178. if animation_end()
  179. state = state_free;
  180. }
  181. function state_hitstun_hazard()
  182. {
  183. x_spd = lerp(x_spd, 0, 0.1);
  184. y_spd += global.g;
  185. if animation_end()
  186. {
  187. alarm[1] = 60;
  188. state = state_locked;
  189. var _fade = icl(oFade);
  190. _fade._callback = function()
  191. {
  192. oPlayer.x = 160;//oPlayer.last_safe_x;
  193. oPlayer.y = 2016;//oPlayer.last_safe_y;
  194. camera_snap();
  195. };
  196. }
  197. }
  198. function state_free()
  199. {
  200. y_spd += global.g;
  201. if _on_wall != 0 && y_spd > 0
  202. y_spd = min(y_spd, 3);
  203. /*下面是动画与视觉*/
  204. animation_spd = 0.25;
  205. if _move_dir != 0 //有输入
  206. {
  207. facing = _move_dir;
  208. if _on_ground
  209. set_sprite(sPlayerWalk); //走路
  210. }
  211. else set_sprite(sPlayerIdle); //待机
  212. if !_on_ground
  213. {
  214. if _on_wall == facing
  215. set_sprite(sPlayerWall);
  216. else
  217. {
  218. set_sprite(sPlayerJump);
  219. image_index = (y_spd < 0) ? 0 : 1;
  220. }
  221. }
  222. /**/
  223. player_check_dodge();
  224. if state == state_dodge return;
  225. player_check_movement();
  226. player_check_dash();
  227. player_check_jump();
  228. player_check_attack();
  229. }
  230. function state_dash()
  231. {
  232. y_spd += 0.2 * global.g;
  233. icl(oPlayerAfterImage);
  234. if animation_end()
  235. {
  236. if !_on_ground
  237. jump_cnt = max(jump_cnt, 1);
  238. state = state_free;
  239. player_check_attack();
  240. }
  241. player_check_dodge();
  242. }
  243. function state_attack()
  244. {
  245. player_check_movement();
  246. player_check_jump();
  247. y_spd += global.g;
  248. if image_index == 1
  249. {
  250. var _hb;
  251. if oInput._down && !_on_ground
  252. {
  253. _hb = icl(oPlayerHitboxVer, x, y + 64);
  254. _hb.y_offset = 64;
  255. }
  256. else if oInput._up
  257. {
  258. _hb = icl(oPlayerHitboxVer, x, y - 64);
  259. _hb.y_offset = -64;
  260. _hb.kb_factor_y = -5;
  261. }
  262. else
  263. {
  264. _hb = icl(oPlayerHitboxHor, x + 72 * facing);
  265. _hb.x_offset += 72 * facing;
  266. _hb.kb_factor_x *= facing;
  267. }
  268. _hb.owner = id;
  269. }
  270. // 冲刺预输入
  271. if image_index >= 2
  272. player_check_dash();
  273. // 攻击后摇结束
  274. if animation_end()
  275. state = state_free;
  276. }
  277. function state_locked()
  278. {
  279. x_spd = 0;
  280. y_spd += global.g;
  281. }
  282. function state_dodge()
  283. {
  284. if dodge_phase == "WAIT"
  285. {
  286. x_spd = 0;
  287. if current_attacker != noone || animation_end()
  288. {
  289. y_spd = jump_spd;
  290. dodge_phase = "DODGE";
  291. set_sprite(sPlayerDodge);
  292. if current_attacker != noone && is_marked
  293. {
  294. is_perfect = true;
  295. is_invincible = true;
  296. global.time_scale = 0.2;
  297. global.hitstop = 20;
  298. alarm[0] = 210; //之后实机测试计算
  299. }
  300. }
  301. }
  302. else if dodge_phase == "DODGE"
  303. {
  304. y_spd += global.g;
  305. if is_perfect icl(oPlayerAfterImage);
  306. if y_spd > 0
  307. {
  308. timer = 0;
  309. y_spd = 0;
  310. if is_perfect
  311. {
  312. state = state_arc_slash;
  313. set_sprite(sPlayerArcSlash);
  314. }
  315. else
  316. {
  317. state = state_dodge_ending;
  318. set_sprite(sPlayerDodgeEnding);
  319. }
  320. }
  321. }
  322. }
  323. function state_arc_slash()
  324. {
  325. if image_index == 12
  326. {
  327. var _hb = icd(oPlayerHitboxArc);
  328. _hb.owner = id;
  329. if facing == 1
  330. {
  331. _hb.image_xscale = 1;
  332. _hb.image_angle = 30;
  333. _hb.kb_factor_x *= 1;
  334. }
  335. else
  336. {
  337. _hb.image_xscale = -1;
  338. _hb.image_angle = -30;
  339. _hb.kb_factor_x *= -1;
  340. }
  341. }
  342. else if image_index > 12
  343. y_spd += global.g;
  344. if animation_end()
  345. {
  346. global.time_scale = 1.0;
  347. state = state_free;
  348. }
  349. }
  350. function state_dodge_ending()
  351. {
  352. if animation_end()
  353. state = state_free;
  354. }
  355. /*
  356. function player_check_hyper()
  357. {
  358. if oInput.hyper
  359. {
  360. }
  361. */