PlayerStates.gml 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625
  1. function player_move_and_collide()
  2. {
  3. if global.hitstop > 0
  4. return;
  5. y_spd *= global.time_scale;
  6. x_spd *= global.time_scale;
  7. if place_meeting(x, y + y_spd, oParentSolid)
  8. {
  9. while !place_meeting(x, y + sign(y_spd), oParentSolid)
  10. y += sign(y_spd);
  11. y_spd = 0;
  12. }
  13. y += y_spd;
  14. if place_meeting(x + x_spd, y, oParentSolid)
  15. {
  16. var _max_step = (y_spd == 0) ? 16 : 8; //前者地面容错,后者空中容错
  17. var _stepped = false;
  18. for(var i = 0; i < _max_step; i++)
  19. if !place_meeting(x + x_spd, y - i, oParentSolid)
  20. {
  21. y -= i;
  22. _stepped = true;
  23. break;
  24. }
  25. if !_stepped
  26. {
  27. while !place_meeting(x + sign(x_spd), y, oParentSolid)
  28. x += sign(x_spd);
  29. x_spd = 0;
  30. }
  31. }
  32. x += x_spd;
  33. y_spd /= global.time_scale;
  34. x_spd /= global.time_scale;
  35. }
  36. function player_status_update()
  37. {
  38. global.playerHP = clamp(global.playerHP, 0, global.save_data.player.maxHP);
  39. global.playerINK = clamp(global.playerINK, 0, global.save_data.player.maxINK);
  40. current_attacker = instance_place(x, y, oEnemyHitbox);
  41. current_hazard = instance_place(x, y, oParentHazard);
  42. current_door = instance_place(x, y, oDoor);
  43. if state != state_attack && instance_exists(current_hb)
  44. instance_destroy(current_hb);
  45. if !instance_exists(current_hb)
  46. current_hb = noone;
  47. /**/
  48. image_index += animation_spd;
  49. if oMain._dash
  50. dash_buffer = dash_buffer_max;
  51. if oMain._attack
  52. attack_buffer = attack_buffer_max;
  53. if oMain._jump_p
  54. jump_buffer_timer = jump_buffer_max;
  55. _move_dir = oMain._right - oMain._left;
  56. _on_ground = place_meeting(x, y + 1, oParentSolid)
  57. _on_wall = place_meeting(x + 1, y, oBlockClimbable)
  58. - place_meeting(x - 1, y, oBlockClimbable);
  59. if _on_ground || (_on_wall != 0)
  60. can_dash = true;
  61. if _on_ground
  62. {
  63. jump_cnt = 0;
  64. coyote_timer = coyote_max;
  65. }
  66. else if coyote_timer <= 0 && jump_cnt == 0
  67. jump_cnt = 1;
  68. if dash_cooldown > 0
  69. dash_cooldown -= global.time_scale;
  70. if dash_buffer > 0
  71. dash_buffer -= global.time_scale;
  72. if attack_buffer > 0
  73. attack_buffer -= global.time_scale;
  74. if move_lock_timer > 0
  75. move_lock_timer -= global.time_scale;
  76. if coyote_timer > 0
  77. coyote_timer -= global.time_scale;
  78. if invincible_timer > 0
  79. invincible_timer -= global.time_scale;
  80. if enter_room_timer > 0
  81. enter_room_timer -= global.time_scale;
  82. if jump_buffer_timer > 0
  83. jump_buffer_timer -= global.time_scale;
  84. if flash_timer > 0
  85. flash_timer -= global.time_scale;
  86. }
  87. function player_check_dash()
  88. {
  89. if dash_buffer > 0 && dash_cooldown <= 0 && can_dash
  90. {
  91. dash_buffer = 0;
  92. state = state_dash;
  93. set_sprite(sPlayerDash);
  94. dash_cooldown = 36;
  95. x_spd = image_xscale * walk_spd * 3;
  96. y_spd = 0;
  97. can_dash = false;
  98. }
  99. }
  100. function player_check_movement()
  101. {
  102. if move_lock_timer <= 0
  103. x_spd = _move_dir * walk_spd;
  104. }
  105. function player_check_jump()
  106. {
  107. if jump_buffer_timer > 0
  108. {
  109. if coyote_timer > 0
  110. {
  111. y_spd = jump_spd;
  112. jump_cnt = 1;
  113. jump_buffer_timer = 0;
  114. coyote_timer = 0;
  115. }
  116. else if _on_wall != 0
  117. {
  118. y_spd = jump_spd;
  119. x_spd = -_on_wall * walk_spd * 1.5;
  120. jump_cnt = 1;
  121. move_lock_timer = 10;
  122. jump_buffer_timer = 0;
  123. }
  124. else if jump_cnt < jump_max
  125. {
  126. icl(oDoubleJumpEffect);
  127. y_spd = jump_spd * 0.9;
  128. jump_cnt++;
  129. jump_buffer_timer = 0;
  130. }
  131. }
  132. if oMain._jump_r && y_spd < 0
  133. y_spd *= 0.4;
  134. }
  135. function player_check_attack()
  136. {
  137. if attack_buffer > 0
  138. {
  139. attack_buffer = 0;
  140. state = state_attack;
  141. set_sprite(sPlayerAttack);
  142. }
  143. }
  144. function player_check_dodge()
  145. {
  146. if (oMain._down || oMain._up) && _on_ground
  147. && (oMain._dash || state == state_dash)
  148. {
  149. state = state_dodge;
  150. set_sprite(sPlayerDodgeWait);
  151. dodge_phase = "WAIT";
  152. dodge_timer = 0;
  153. marked_target = noone;
  154. is_marked = false;
  155. is_perfect = false;
  156. var _hb = icl(oPlayerHitboxMark, x + facing * 60, y + 40);
  157. _hb.owner = id;
  158. _hb.x_offset = 60 * facing;
  159. _hb.y_offset = 40;
  160. }
  161. }
  162. function player_check_death()
  163. {
  164. if state == state_death
  165. return;
  166. if global.playerHP <= 0
  167. {
  168. var _drop = round(random_range(0.4 * global.save_data.player.Credit,
  169. 0.6 * global.save_data.player.Credit));
  170. global.save_data.player.Credit -= _drop;
  171. global.save_data.player.corpse.droppedCredit = _drop;
  172. global.save_data.player.corpse.targetRoom = room;
  173. global.save_data.player.corpse.xPos = x; //lastsafe
  174. global.save_data.player.corpse.yPos = y; //lastsafe
  175. save_game_to_disk();
  176. state = state_death;
  177. set_sprite(sPlayerDeath);
  178. }
  179. }
  180. function player_check_focus()
  181. {
  182. if oMain._focus && global.playerINK >= 0
  183. {
  184. set_sprite(sPlayerFocus);
  185. state = state_focus;
  186. repeat(40)
  187. icl(oFocusingEffect);
  188. }
  189. }
  190. function player_check_door()
  191. {
  192. if current_door == noone
  193. || state == state_enter_door
  194. || state == state_exit_door
  195. return;
  196. global.target_door_id = current_door.target_door_id;
  197. global.target_room = current_door.target_room;
  198. global.door_direction = current_door.door_direction;
  199. var _fade = icl(oFade);
  200. _fade._callback = function()
  201. {
  202. room_goto(global.target_room);
  203. camera_snap();
  204. };
  205. state = state_enter_door;
  206. x_spd = 0;
  207. y_spd = 0;
  208. }
  209. function state_enter_door()
  210. {
  211. switch(global.door_direction)
  212. {
  213. case "UP":
  214. y_spd += player_calc_gravity();
  215. set_sprite(sPlayerJump);
  216. image_index = 1;
  217. break;
  218. case "DOWN":
  219. y_spd = min(-3, y_spd);
  220. set_sprite(sPlayerJump);
  221. image_index = 0;
  222. break;
  223. case "LEFT":
  224. facing = 1;
  225. x_spd = facing * walk_spd;
  226. set_sprite(sPlayerWalk);
  227. break;
  228. case "RIGHT":
  229. facing = -1;
  230. x_spd = facing * walk_spd;
  231. set_sprite(sPlayerWalk);
  232. break;
  233. }
  234. }
  235. function state_exit_door()
  236. {
  237. y_spd += 0.5 * player_calc_gravity();
  238. switch(global.door_direction)
  239. {
  240. case "LEFT":
  241. facing = -1;
  242. x_spd = facing * walk_spd;
  243. set_sprite(sPlayerWalk);
  244. break;
  245. case "RIGHT":
  246. facing = 1;
  247. x_spd = facing * walk_spd;
  248. set_sprite(sPlayerWalk);
  249. break;
  250. }
  251. if enter_room_timer <= 0
  252. {
  253. state = state_free;
  254. global.target_door_id = -1;
  255. global.target_room = noone;
  256. global.door_direction = undefined;
  257. }
  258. }
  259. function player_check_attacked()
  260. {
  261. if current_attacker == noone || invincible_timer > 0
  262. || state == state_death
  263. //|| (state == state_dodge && dodge_phase == "WAIT")
  264. return;
  265. if state == state_focus
  266. {
  267. global.playerINK -= 9;
  268. global.hitstop = 24;
  269. }
  270. else global.hitstop = 12;
  271. global.playerHP -= current_attacker.damage;
  272. invincible_timer = 80;
  273. var _dir = sign(x - current_attacker.x);
  274. if _dir == 0
  275. _dir = facing;
  276. screen_shake(10);
  277. x_spd = _dir * 30;
  278. y_spd = -5;
  279. state = state_hitstun_attacked;
  280. set_sprite(sPlayerHitstunAttacked);
  281. //effects
  282. }
  283. function player_check_hazard()
  284. {
  285. if current_hazard == noone ||
  286. state == state_hitstun_hazard || state == state_death || state == state_locked
  287. return;
  288. global.playerHP -= current_hazard.damage;
  289. invincible_timer = 150;
  290. var _dir = sign(x - current_hazard.x);
  291. if _dir == 0
  292. _dir = facing;
  293. global.hitstop = 18;
  294. screen_shake(10);
  295. x_spd = _dir * 10;
  296. y_spd = -10;
  297. state = state_hitstun_hazard;
  298. set_sprite(sPlayerHitstunHazard);
  299. }
  300. function state_hitstun_attacked()
  301. {
  302. x_spd = lerp(x_spd, 0, 0.1);
  303. y_spd += player_calc_gravity();
  304. if animation_end()
  305. state = state_free;
  306. player_check_death();
  307. }
  308. function state_hitstun_hazard()
  309. {
  310. x_spd = lerp(x_spd, 0, 0.1);
  311. y_spd += player_calc_gravity();
  312. if animation_end()
  313. {
  314. state = state_locked;
  315. locked_timer = 60;
  316. var _fade = icl(oFade);
  317. _fade._callback = function()
  318. {
  319. oPlayer.x = 160;//oPlayer.last_safe_x;
  320. oPlayer.y = 2016 - 540 + 64;//oPlayer.last_safe_y;
  321. camera_snap();
  322. };
  323. }
  324. player_check_death();
  325. }
  326. function state_free()
  327. {
  328. y_spd += player_calc_gravity();
  329. if _on_wall != 0 && y_spd > 0
  330. y_spd = min(y_spd, 3);
  331. /*下面是动画与视觉*/
  332. animation_spd = 0.25;
  333. if _move_dir != 0 //有输入
  334. {
  335. facing = _move_dir;
  336. if _on_ground
  337. set_sprite(sPlayerWalk); //走路
  338. }
  339. else set_sprite(sPlayerIdle); //待机
  340. if !_on_ground
  341. {
  342. if _on_wall == facing
  343. set_sprite(sPlayerWall);
  344. else
  345. {
  346. set_sprite(sPlayerJump);
  347. image_index = (y_spd < 0) ? 0 : 1;
  348. }
  349. }
  350. /*
  351. player_check_dodge();
  352. if state == state_dodge return;
  353. */
  354. player_check_movement();
  355. player_check_dash();
  356. player_check_jump();
  357. player_check_attack();
  358. player_check_focus();
  359. }
  360. function state_dash()
  361. {
  362. y_spd += 0.2 * player_calc_gravity();
  363. icl(oPlayerAfterImage);
  364. if animation_end()
  365. {
  366. if !_on_ground
  367. jump_cnt = max(jump_cnt, 1);
  368. state = state_free;
  369. player_check_attack();
  370. }
  371. //player_check_dodge();
  372. player_check_focus();
  373. }
  374. function state_attack()
  375. {
  376. player_check_movement();
  377. player_check_jump();
  378. player_check_dash();
  379. y_spd += player_calc_gravity();
  380. if image_index == 1
  381. {
  382. if oMain._down && !_on_ground
  383. current_hb = icl(oPlayerHitboxDown);
  384. else if oMain._up
  385. {
  386. current_hb = icl(oPlayerHitboxUp, x, y - 128);
  387. current_hb.y_offset = -128;
  388. }
  389. else
  390. {
  391. current_hb = icl(oPlayerHitboxHor, x, y - 64);
  392. current_hb.image_xscale = facing;
  393. current_hb.y_offset = -64;
  394. current_hb.hit_info.kbFactorX *= facing;
  395. }
  396. current_hb.owner = id;
  397. }
  398. // 攻击后摇结束
  399. if current_hb != noone
  400. if _on_ground && current_hb.object_index == oPlayerHitboxDown
  401. state = state_free;
  402. if facing = -_move_dir
  403. state = state_free;
  404. if animation_end()
  405. state = state_free;
  406. }
  407. function state_locked()
  408. {
  409. locked_timer -= global.time_scale;
  410. x_spd = 0;
  411. y_spd += player_calc_gravity();
  412. if locked_timer <= 0
  413. state = state_free;
  414. }
  415. function state_death()
  416. {
  417. x_spd = 0;
  418. y_spd = 0;
  419. if animation_end()
  420. {
  421. global.playerHP = global.save_data.player.maxHP;
  422. global.playerINK = 0;
  423. state = state_locked;
  424. locked_timer = 90;
  425. var _fade = icl(oFade);
  426. _fade._callback = function()
  427. {
  428. room_goto(asset_get_index(global.save_data.world.current_room));
  429. }
  430. }
  431. }
  432. function state_focus()
  433. {
  434. x_spd = 0;
  435. y_spd = 0;
  436. if animation_end()
  437. {
  438. player_add_INK(0);
  439. global.playerHP += 3;
  440. global.playerHP = clamp(global.playerHP, 0, global.save_data.player.maxHP);
  441. state = state_free;
  442. flash_timer = 15;
  443. flash_duration = 15;
  444. INK_blend = 0;
  445. repeat(30)
  446. icl(oFocusEndEffect, x, y - sprite_height);
  447. }
  448. }
  449. /// @desc 返回基于玩家当前状态的重力值,注意不会自动赋值
  450. function player_calc_gravity()
  451. {
  452. var _g = global.g;
  453. if y_spd > 0
  454. _g *= 1.2; // 下坠
  455. if abs(y_spd) < 0.5
  456. _g *= 0.75; //滞空
  457. return _g; // * global.time_scale;
  458. }
  459. /*
  460. function state_dodge()
  461. {
  462. if dodge_phase == "WAIT"
  463. {
  464. x_spd = 0;
  465. if current_attacker != noone || animation_end()
  466. {
  467. y_spd = jump_spd;
  468. dodge_phase = "DODGE";
  469. set_sprite(sPlayerDodge);
  470. if current_attacker != noone && is_marked
  471. {
  472. is_perfect = true;
  473. invincible_timer = 150;
  474. global.time_scale = 0.2;
  475. global.hitstop = 20;
  476. }
  477. }
  478. }
  479. else if dodge_phase == "DODGE"
  480. {
  481. y_spd += global.g;
  482. if is_perfect icl(oPlayerAfterImage);
  483. if y_spd > 0
  484. {
  485. timer = 0;
  486. y_spd = 0;
  487. if is_perfect
  488. {
  489. state = state_arc_slash;
  490. set_sprite(sPlayerArcSlash);
  491. }
  492. else
  493. {
  494. state = state_dodge_ending;
  495. set_sprite(sPlayerDodgeEnding);
  496. }
  497. }
  498. }
  499. }
  500. function state_arc_slash()
  501. {
  502. if image_index == 12
  503. {
  504. var _hb = icd(oPlayerHitboxArc);
  505. _hb.owner = id;
  506. if facing == 1
  507. {
  508. _hb.image_xscale = 1;
  509. _hb.image_angle = 30;
  510. _hb.kb_factor_x *= 1;
  511. }
  512. else
  513. {
  514. _hb.image_xscale = -1;
  515. _hb.image_angle = -30;
  516. _hb.kb_factor_x *= -1;
  517. }
  518. }
  519. else if image_index > 12
  520. y_spd += global.g;
  521. if animation_end()
  522. {
  523. global.time_scale = 1.0;
  524. state = state_free;
  525. }
  526. }
  527. function state_dodge_ending()
  528. {
  529. if animation_end()
  530. state = state_free;
  531. }
  532. */