EnemyStates.gml 4.3 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) && apply_collision
  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) && apply_collision
  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 _hazard = instance_place(x, y, oParentHazard);
  27. if _hazard == noone exit;
  28. hp -= _hazard.damage;
  29. if hp <= 0
  30. {
  31. is_dead = true;
  32. enemy_death();
  33. }
  34. }
  35. function enemy_check_hitstun()
  36. {
  37. if hitstun_timer > 0
  38. {
  39. hitstun_timer -= global.time_scale;
  40. x_spd_kb = lerp(x_spd_kb, 0, 0.2);
  41. y_spd_kb = lerp(y_spd_kb, 0, 0.2);
  42. x_spd = 0;
  43. y_spd = 0;
  44. if global.developer_mode
  45. image_blend = c_orange;
  46. }
  47. else
  48. {
  49. x_spd_kb = 0;
  50. y_spd_kb = 0;
  51. image_blend = c_white;
  52. }
  53. }
  54. /// @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)
  55. /// @param {real} _x 碰撞箱宽度
  56. /// @param {real} _y 碰撞箱高度
  57. /// @param {real} _x_offset 碰撞箱与该实例在x轴上的偏移量,默认为0
  58. /// @param {real} _y_offset 碰撞箱与该实例在y轴上的偏移量,默认为0
  59. /// @param {real} _duration 碰撞箱持续时间,默认为0,即无限
  60. function enemy_create_hitboxML(_x, _y,
  61. _x_offset = 0, _y_offset = 0, _duration = 0)
  62. {
  63. var _hb = icd(oEnemyHitbox, x + _x_offset, y + _y_offset);
  64. _hb.owner = id;
  65. _hb.sprite_index = sEnemyHitboxML;
  66. _hb.x_offset = _x_offset;
  67. _hb.y_offset = _y_offset;
  68. var _base = 2;
  69. _hb.image_xscale = _x / _base * facing_x;
  70. _hb.image_yscale = _y / _base;
  71. /*
  72. oEnemyHitbox的基础大小为2*2
  73. 因为gml的1*1sprite无法将重心放在middle/center
  74. 此处定义后续用于缩放
  75. */
  76. if _duration != 0
  77. {
  78. _hb.hitbox_type = "BLADE";
  79. _hb.duration = _duration;
  80. }
  81. return _hb;
  82. }
  83. /// @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)
  84. /// @param {real} _x 碰撞箱宽度
  85. /// @param {real} _y 碰撞箱高度
  86. function enemy_create_hitboxMC(_x, _y)
  87. {
  88. var _hb = icd(oEnemyHitbox, x, y);
  89. _hb.owner = id;
  90. _hb.sprite_index = sEnemyHitboxMC;
  91. var _base = 2;
  92. _hb.image_xscale = _x / _base;
  93. _hb.image_yscale = _y / _base;
  94. return _hb;
  95. }
  96. /// @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)
  97. /// @param {real} _x 碰撞箱宽度
  98. /// @param {real} _y 碰撞箱高度
  99. /// @param {real} _x_offset 碰撞箱与该实例在x轴上的偏移量,默认为0
  100. /// @param {real} _y_offset 碰撞箱与该实例在y轴上的偏移量,默认为0
  101. /// @param {real} _duration 碰撞箱持续时间,默认为0,即无限
  102. function enemy_create_hitboxBC(_x, _y,
  103. _x_offset = 0, _y_offset = 0, _duration = 0)
  104. {
  105. var _hb = icd(oEnemyHitbox, x + _x_offset, y + _y_offset);
  106. _hb.owner = id;
  107. _hb.sprite_index = sEnemyHitboxBC;
  108. _hb.x_offset = _x_offset;
  109. _hb.y_offset = _y_offset;
  110. var _base = 2;
  111. _hb.image_xscale = _x / _base;
  112. _hb.image_yscale = _y / _base;
  113. if _duration != 0
  114. {
  115. _hb.hitbox_type = "BLADE";
  116. _hb.duration = _duration;
  117. }
  118. return _hb;
  119. }
  120. function enemy_death()//诶我怎么似了
  121. {
  122. var _corpse = icd(oEnemyCorpse, x, y, 50);
  123. _corpse.x_spd = x_spd_kb;
  124. _corpse.y_spd = -max(abs(y_spd_kb), abs(x_spd_kb));
  125. _corpse.sprite_index = sprite_index;
  126. _corpse.image_angle = image_angle;
  127. _corpse.image_index = image_index;
  128. if is_method(death_callback)
  129. death_callback();
  130. instance_destroy();
  131. }
  132. function weighted_pick(_weights)
  133. {
  134. var _total = 0;
  135. for (var i = 0; i < array_length(_weights); i++)
  136. _total += _weights[i];
  137. var _roll = irandom(_total - 1);
  138. var _acc = 0;
  139. for (var i = 0; i < array_length(_weights); i++)
  140. {
  141. _acc += _weights[i];
  142. if _roll < _acc
  143. return i;
  144. }
  145. }