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- function enemy_physics(_solid_obj = oParentSolid)
- {
- if !place_meeting(x, y + 1, oParentSolid)
- y_spd += global.g;
- if place_meeting(x, y + y_spd, _solid_obj)
- {
- while !place_meeting(x, y + sign(y_spd), _solid_obj)
- y += sign(y_spd);
- y_spd = 0;
- }
- y += y_spd * global.time_scale;
- if place_meeting(x + x_spd, y, _solid_obj)
- {
- while !place_meeting(x + sign(x_spd), y, _solid_obj)
- x += sign(x_spd);
- x_spd = 0;
- }
- x += x_spd * global.time_scale;
- }
- function enemy_get_hit(_damage, _kx, _ky)
- {
- hp -= _damage;
-
- if can_hitstun
- hitstun_timer = hitstun_max;
- x_spd = _kx * 10 * kb_factor;
- y_spd = _ky * 4 * kb_factor;
- image_blend = c_blue;
- alarm[0] = 10;
- if hp <= 0
- {
- is_dead = true;
- instance_destroy(); // animation
- }
- }
- function enemy_crawl_ai()
- {
- var _wall_ahead = place_meeting(x + facing, y, oParentSolid);
- var _hazard_ahead = place_meeting(x + facing * abs(sprite_width) / 2, y, oParentHazard);
- var _ledge_ahead = !place_meeting(x + facing * abs(sprite_width), y + 1, oParentSolid);
-
- if _wall_ahead || _ledge_ahead || _hazard_ahead
- facing *= -1;
-
- x_spd = facing * walk_spd;
- }
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