EnemyStates.gml 1.2 KB

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  1. function enemy_physics(_solid_obj = oParentSolid)
  2. {
  3. if !place_meeting(x, y + 1, oParentSolid)
  4. y_spd += global.g;
  5. if place_meeting(x, y + y_spd, _solid_obj)
  6. {
  7. while !place_meeting(x, y + sign(y_spd), _solid_obj)
  8. y += sign(y_spd);
  9. y_spd = 0;
  10. }
  11. y += y_spd * global.time_scale;
  12. if place_meeting(x + x_spd, y, _solid_obj)
  13. {
  14. while !place_meeting(x + sign(x_spd), y, _solid_obj)
  15. x += sign(x_spd);
  16. x_spd = 0;
  17. }
  18. x += x_spd * global.time_scale;
  19. }
  20. function enemy_get_hit(_damage, _kx, _ky)
  21. {
  22. hp -= _damage;
  23. if can_hitstun
  24. hitstun_timer = hitstun_max;
  25. x_spd = _kx * 10 * kb_factor;
  26. y_spd = _ky * 4 * kb_factor;
  27. image_blend = c_blue;
  28. alarm[0] = 10;
  29. if hp <= 0
  30. {
  31. is_dead = true;
  32. instance_destroy(); // animation
  33. }
  34. }
  35. function enemy_crawl_ai()
  36. {
  37. var _wall_ahead = place_meeting(x + facing, y, oParentSolid);
  38. var _hazard_ahead = place_meeting(x + facing * abs(sprite_width) / 2, y, oParentHazard);
  39. var _ledge_ahead = !place_meeting(x + facing * abs(sprite_width), y + 1, oParentSolid);
  40. if _wall_ahead || _ledge_ahead || _hazard_ahead
  41. facing *= -1;
  42. x_spd = facing * walk_spd;
  43. }