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BIN
script/player/Chimata.rar
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BIN
script/player/Chimata.rar
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Binary file not shown.
489
script/player/Chimata/Chimata_Function.dnh
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489
script/player/Chimata/Chimata_Function.dnh
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@ -0,0 +1,489 @@
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task _LaserSpriteRender(
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img, int target, float targetAng,
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int rectLeft, int rectTop, int rectRight, int rectBottom,
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float scaleX, float scaleY, int renderPriority, float alpha,
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float scaleSpeed
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){
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let lasersprite = ObjPrim_Create(OBJ_SPRITE_2D);
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ObjPrim_SetTexture(lasersprite, img);
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ObjSprite2D_SetSourceRect(lasersprite, rectLeft, rectTop, rectRight, rectBottom);
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ObjRender_SetScaleXYZ(lasersprite, 0, scaleY, 1);
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ObjSprite2D_SetDestRect(lasersprite, -(rectRight-rectLeft)/2, 0, (rectRight-rectLeft)/2, rectTop-rectBottom);
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Obj_SetRenderPriorityI(lasersprite, renderPriority);
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ObjRender_SetAlpha(lasersprite, 0);
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ObjRender_SetBlendType(lasersprite, BLEND_ADD_ARGB);
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async{
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loop{
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int[] EnemyList = ObjCol_GetListOfIntersectedEnemyID(target);
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if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE && !ripplayer && IsPermitPlayerShot){
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// Assumes the intersecting color is right next to the right of the original color
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if (length(EnemyList) > 0) {ObjSprite2D_SetSourceRect(lasersprite, rectRight, rectTop, rectRight+(rectRight-rectLeft), rectBottom);}
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else{ObjSprite2D_SetSourceRect(lasersprite, rectLeft, rectTop, rectRight, rectBottom);}
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float targetx = ObjRender_GetX(target);
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float targety = ObjRender_GetY(target);
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ObjRender_SetScaleX(lasersprite, min(scaleX+rand(-0.025, 0.025), ObjRender_GetScaleX(lasersprite) + scaleSpeed));
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ObjRender_SetAlpha(lasersprite, min(alpha, ObjRender_GetAlpha(lasersprite)+alpha/5));
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ObjRender_SetAngleZ(lasersprite, targetAng);
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ObjRender_SetPosition(lasersprite, targetx, targety, 1);
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yield;
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}
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else{
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ObjRender_SetScaleX(lasersprite, max(0, ObjRender_GetScaleX(lasersprite) - scaleSpeed));
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ObjRender_SetAlpha(lasersprite, max(0, ObjRender_GetAlpha(lasersprite)-alpha/5));
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yield;
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}
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yield;
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}
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}
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}
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function _RenderLaser(target, float ang, float maxintersectX, float maxLength, float width, float speedLength, float dmg){ /* */
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float angRender = asin(maxintersectX/absolute(maxLength));
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//int laser = CreatePlayerShotA1(ObjRender_GetX(target), ObjRender_GetY(target), 0, ang, dmg, 9999999, 0);
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int laser = CreateStraightLaserA1(ObjRender_GetX(target), ObjRender_GetY(target), ang-90, maxLength, width, 9999999, 0, 1);
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ObjLaser_SetInvalidLength(laser, 0, 0);
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ObjShot_SetDamage(laser, dmg);
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ObjShot_SetAutoDelete(laser, false);
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Obj_SetRenderPriorityI(laser, 38);
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_Follow(laser, target);
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_LaserSpriteRender(
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teamimg, laser, ang,
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3072, 0, 3072+256, 256,
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0.45, 20, 38, 240,
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0.14
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);
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// When shot key is being held, create a line intersection that stretches across the laser.
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/*
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Calculations:
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startx: x of target
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starty: y of target
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endx: x of laser
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endy: maxLength
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width = width of laser
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*/
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async{
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loop{
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if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE && !ripplayer && IsPermitPlayerShot){
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if(shotspeed % 5 == 0){ObjSound_Play(inferno);}
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ObjShot_SetIntersectionEnable(laser, true);
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//ObjShot_SetIntersectionLine(laser, ObjRender_GetX(target), ObjRender_GetY(target), ObjRender_GetX(target)+maxintersectX, -maxLength, width);
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//WriteLog(ObjMove_GetX(laserfwd));
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yield;
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}
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else{ObjShot_SetIntersectionEnable(laser, false); yield;}
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}
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}
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// After shot key is released, let the laser leave and then delete it.
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return laser;
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}
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task _Follow(follower, followed){
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while(!Obj_IsDeleted(follower)){
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float x = ObjRender_GetX(followed);
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float y = ObjRender_GetY(followed);
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ObjMove_SetPosition(follower, x, y);
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yield;
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}
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}
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// Special functions for Tenshi's CAVE laser shottype.
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// Original code by Razzy/Razzly, edited and tweaked by Kevinmonitor
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// DEBUG
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float LaserAlpha = 0; // Not used
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task _CAVELaser(){
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InitPLaserGfx(); // Probably effects that occur when the laser reaches an enemy? (KEV)
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let lasers0 = [ID_INVALID,ID_INVALID,ID_INVALID,ID_INVALID,ID_INVALID,ID_INVALID,ID_INVALID,ID_INVALID,ID_INVALID];
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// this delays when the laser fires
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// laser fires when laserMode==0
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// laserMode increments by 1 per frame
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// so laser fires after 15 frames
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// KEV: To fire the laser immediately, just set laserMode/laserLimit to 0.
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let laserLimit = 0;
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let laserMode=-laserLimit;
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loop{
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if(
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GetPlayerState!=STATE_HIT
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&& GetPlayerState!=STATE_DOWN
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&& GetPlayerState!=STATE_END
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&& (GetVirtualKeyState(VK_SHOT)==KEY_PUSH || GetVirtualKeyState(VK_SHOT)==KEY_HOLD)
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){
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if(IsPlayerSpellActive()){
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laserMode=min(0,laserMode+1);
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}
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else{
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// reset laser delay when slowmove is let go
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laserMode=-laserLimit;
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}
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laserMode=min(0,laserMode+1);
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if(laserMode>=0){
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let odd = 1;
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//NonPenetrationLaser(obj, xoff, yoff, ang, spd, maxLen, dmg, IsStrongLaser, width, vwidth)
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// KEV: Ascent loop determines the number of lasers that will be spawned.
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ascent(i in 0..1){
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let las = lasers0[i];
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if(Obj_IsValueExists(las,"DEL") || Obj_IsDeleted(las)){
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let magnitude = 1;
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lasers0[i]=NonPenetrationLaser(objPlayer, 0, -36, 270, 40, GetStgFrameHeight()*1.5, 7, 1.25, 1);
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}
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odd=-odd;
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}
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//PlaySnd(SND_p_shot, 93);
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}
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else{
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// reset laser delay when fire is let go
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// KEV: Unnecessary if the laser fires immediately
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RemovePLaserGfx();
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LaserAlpha = 0;
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laserMode=-laserLimit;
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}
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}
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yield;
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}
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}
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// of an array of 2d coords, return the one closest to (sx,sy). Also returns the distance from (sx,sy) as the third value.
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function GetClosestCoord(coords, sx,sy){
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let closest=[];
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let last_dist=99999;
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let arrayLen=length(coords);
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if(arrayLen==1){
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let cur_dist;
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if(length(coords[0])==3){ cur_dist=coords[0][2]; }
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else{ cur_dist=((coords[0][0]-sx)^2+(coords[0][1]-sy)^2)^0.5; }
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closest=[coords[0][0],coords[0][1], cur_dist];
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}
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else{
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ascent(i in 0..arrayLen){
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let cur_dist;
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if(length(coords[i])==3){ cur_dist=(coords[i][2]); }
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else{ cur_dist=((coords[i][0]-sx)^2+(coords[i][1]-sy)^2)^0.5; }
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if(cur_dist < last_dist){
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last_dist=cur_dist;
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closest=[coords[i][0], coords[i][1], cur_dist];
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}
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}
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}
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return closest;
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}
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// non-penetrating laser object
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function NonPenetrationLaser(obj, xoff, yoff, ang, spd, maxLen, dmg, width, vwidth){
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//KEV: Parameter explanations:
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//obj: Where the laser is fired from
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//xoff/yoff: x and y offsets relative to the object
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//ang, spd: Self-explanatory
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//maxLen: max length of the laser, DON'T SET THIS TOO HIGH! GetStgFrameHeight() + a generous number should be enough
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//dmg: Self-explanatory
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//IsStrongLaser (REMOVED HERE): use this if you want to differentiate between strong and weak lasers I guess, I don't play CAVE games so idk
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//width, vwidth: intersection & render width of laser
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// KEV: Defines the laser object.
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int a = 0;
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let damager = ObjShot_Create(OBJ_STRAIGHT_LASER);
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ObjShot_SetGraphic(damager, 0);
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Obj_SetVisible(damager, true);
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ObjShot_Regist(damager);
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ObjShot_SetDamage(damager, dmg);
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ObjShot_SetPenetration(damager, 9999);
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ObjShot_SetEraseShot(damager, true);
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ObjLaser_SetLength(damager, 0);
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ObjLaser_SetIntersectionWidth(damager, 256*width);
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ObjLaser_SetRenderWidth(damager, 256*vwidth);
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ObjStLaser_SetAngle(damager, ang); ObjShot_SetAutoDelete(damager, false);
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ObjShot_SetIntersectionEnable(damager, true);
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TNonPenetrationLaser();
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return damager;
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task TNonPenetrationLaser(){
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let scroll=rand(0,64);
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let len=0; // the length of the laser (increased until maxLen)
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let cosine=cos(ang); // grab this value for placement of the tip. **this assumes the laser never changes angle**
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let sine=sin(ang); // grab this value for placement of the tip. **this assumes the laser never changes angle**
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// **for lasers that change angle, cosine and sine will need to be updated**
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// Laser is now firing
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while(
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IsPlayerSpellActive()
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&& !Obj_IsDeleted(damager) // KEV: The four following states can be reduced to !ripplayer in my player scripts
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&& !ripplayer
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&& (GetVirtualKeyState(VK_SHOT) != KEY_FREE)
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){
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a++;
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if(a % 5 == 0){ObjSound_Play(inferno);}
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CheckLaserIntersection;
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// Set the laser's position and length
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ObjMove_SetPosition(damager, ObjMove_GetX(obj)+xoff,ObjMove_GetY(obj)+yoff);
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len = min(maxLen, len+spd);
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ObjLaser_SetLength(damager, len);
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//ObjShot_SetIntersectionLine(damager, ObjMove_GetX(obj), ObjMove_GetY(obj)+yoff, ObjMove_GetX(obj), -len, 128*width);
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MakeLaserGfxFrame;
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yield;
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}
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// This laser isn't deleted just yet. I let it fly away first.
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// This value lets other tasks check when this happens.
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Obj_SetValue(damager, "DEL", true);
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// Laser is now leaving
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ObjMove_SetAngle(damager, ObjStLaser_GetAngle(damager));
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ObjMove_SetSpeed(damager, spd);
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while(!Obj_IsDeleted(damager) && len > 128){
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MakeLaserGfxFrame;
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len=max(0,len-spd);
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ObjLaser_SetLength(damager, len);
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CheckLaserIntersection;
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yield;
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}
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Obj_Delete(damager);
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function MakeLaserGfxFrame(){
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//let hyper=0;
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// Values related to graphic lengths
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let gLen = max(0, len-32-24);
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let gLen2 = max(0, len-32);
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// add sprites to the per-frame sprite list
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// KEV: Function reference: PLaserGfxFrameLaser(gfxObj, u, v, u2, v2, ry, x, y, ang, sx, sy, rd, gn, bl, al)
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//KEV: Function description:
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//Adds a vertex to the attached gfxObj sprite list. Uses u, v, u2, v2 as coordinates for the SourceRect, ry for DestRect (rx is calculated in the function), x & y for vertex position, sx & sy for the scaling, rd, gn and bl for colors, and al for alpha.
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//PLaserGfxFrame is similar but is used for the base and tip of the laser. The ry (and by extension rx) parameters are removed.
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//(rd, gn, bl values have been removed)
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// ObjStLaser_SetEndGraphic (ph3sx) may come in handy for the base/tips.
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// After reaching the bottom rect, value loops back to the top.
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PLaserGfxFrameLaser(lasGfxObj[0], 512, scroll, 1024, scroll*512, 64, ObjMove_GetX(damager)+cosine*24, ObjMove_GetY(damager)+sine*24, ang+90, vwidth*rand(1.0, 1.05), gLen/64, 255);
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PLaserGfxFrameLaser(lasGfxObj[1], 512, scroll, 1024, scroll*512, 64, ObjMove_GetX(damager)+cosine*24, ObjMove_GetY(damager)+sine*24, ang+90, vwidth*rand(1.4, 1.5), gLen/64, 60); // Glow effect
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|
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PLaserGfxFrame(lasGfxObj[2], 512, 768, 1024, 1280, ObjMove_GetX(damager)+cosine*24, ObjMove_GetY(damager)+sine*24-20, ang+90, 1.15*vwidth+rand(0.2, 0.3), 1.15+rand(0.2, 0.3), 255); // Base of laser
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|
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PLaserGfxFrame(lasGfxObj[3], 1024, 0, 1536, 512, ObjMove_GetX(damager)+cosine*gLen2, 10+ObjMove_GetY(damager)+sine*gLen2, ang+90, 0.6*width+rand(0.2, 0.3), 0.8, 255);// Tip of laser
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ObjRender_SetAngleZ(lasGfxObj[2], ObjRender_GetAngleZ(lasGfxObj[2])+10);
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//WriteLog([ObjMove_GetX(damager), ObjMove_GetY(damager)]);
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scroll += 0.05; // Scrolls the laser's graphic.
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||||
if (scroll >= 1) {scroll = 0.1;}
|
||||
|
||||
}
|
||||
|
||||
function CheckLaserIntersection(){
|
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// ------------------ Check for enemy collisions ------------------
|
||||
let enemies=ObjCol_GetListOfIntersectedEnemyID(damager); // Get enemy array
|
||||
let closest=[];
|
||||
let arrayLen=length(enemies);
|
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// Check all enemies hit (if any)
|
||||
if(arrayLen>0){
|
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let enm_pos=[]; // will be a 2-dimensional array
|
||||
|
||||
// KEV: If there is no strong/weak laser differentiation, this ascent loop can be removed entirely(?)
|
||||
|
||||
ascent(i in 0..arrayLen){ // go through the enemies list
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// Weaker lasers get pushed back by "popcorn" enemies.
|
||||
|
||||
// KEV: I don't really want to implement strong/weak laser differentiations...
|
||||
|
||||
if(ObjEnemy_GetInfo(enemies[i], INFO_LIFE) > 1){
|
||||
// There are multiple collisions per enemy to check as well
|
||||
// It's rare that there's more than one, but it's allowed
|
||||
|
||||
let pos=GetEnemyIntersectionPositionByIdA1(enemies[i]); // KEV: Returns the multiple hitboxes of the enemy as a 2D array, format is [index][x, y of hitbox].
|
||||
|
||||
//KEV: Further explanation (rough and probably incorrect);
|
||||
|
||||
//An enemy has 2 hitboxes, one at coords [16, 16] and one at [32, 32].
|
||||
|
||||
//You get a 2D array named "coords" containing the coordinates of these 2 hitboxes by using GetEnemyIntersectionPositionByIdA1.
|
||||
|
||||
//You then write this line "float num = coords[0][1];" and WriteLog() the value of num.
|
||||
|
||||
//coords[0][1] corresponds to the y coordinate of the first hitbox, which would give you a num value of 16.
|
||||
|
||||
let closest2=GetClosestCoord(pos, ObjMove_GetX(damager),ObjMove_GetY(damager));
|
||||
if(closest2[0]!=-1234){
|
||||
enm_pos=enm_pos~[closest2];
|
||||
}
|
||||
}
|
||||
}
|
||||
closest = GetClosestCoord(enm_pos, ObjMove_GetX(damager),ObjMove_GetY(damager));
|
||||
}
|
||||
// ------------------ ------------------ ------------------
|
||||
|
||||
// There has been a collision, dial back laser length to (roughly) the point of collision.
|
||||
// (Roughly) because we can't get the exact location, and doing it ourselves requires finding the hitbox dimensions.
|
||||
|
||||
// KEV: Getting the hitbox dimensions/locations should be perfectly possible with ph3sx's intersection-obtaining functions. Will need re-examining
|
||||
|
||||
// Set the damage of the laser.
|
||||
|
||||
float dmgBase = 12;
|
||||
float dmgMax = 12;
|
||||
|
||||
if(length(closest) > 0){
|
||||
let dist=closest[2]-16;
|
||||
len=max(0,dist);
|
||||
|
||||
// The laser deals higher damage the closer it is to the enemy.
|
||||
|
||||
float ratioDist = 120/closest[2];
|
||||
|
||||
ObjShot_SetDamage(damager, Interpolate_Decelerate(dmgBase, dmgMax, min(1, ratioDist)));
|
||||
|
||||
// The laser changes colours depending on distance.
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
} // NonPenetrationLaser
|
||||
|
||||
|
||||
let lasGfxObj=[]; // KEV: An array that will contain three sprite lists, rendering three different parts of the laser (base, body, tip).
|
||||
|
||||
// KEV: Creates the sprite lists, assigns the texture to them, and adds them as indexes into lasGfxObj.
|
||||
|
||||
task InitPLaserGfx(){
|
||||
|
||||
let imgLaser = GetCurrentScriptDirectory() ~ "./playerlib/Chimata_Sheet.png";
|
||||
|
||||
LoadTextureEx(imgLaser, true, true); // Loaded in main script
|
||||
|
||||
ascent(i in 0..4){
|
||||
let gfx = ObjPrim_Create(OBJ_SPRITE_LIST_2D);
|
||||
ObjSpriteList2D_SetAutoClearVertexCount(gfx, true);
|
||||
ObjPrim_SetTexture(gfx, imgLaser);
|
||||
Obj_SetRenderPriorityI(gfx, 41);
|
||||
lasGfxObj = lasGfxObj~[gfx];
|
||||
//ObjRender_SetBlendType(lasGfxObj[i-1], BLEND_ADD_ARGB);
|
||||
}
|
||||
|
||||
async{
|
||||
while(length(lasGfxObj) >= 3){
|
||||
ObjRender_SetAngleZ(lasGfxObj[2], ObjRender_GetAngleZ(lasGfxObj[2])+10);
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
//ObjRender_SetBlendType(lasGfxObj[2], BLEND_ADD_ARGB);
|
||||
Obj_SetRenderPriorityI(lasGfxObj[2], 42);
|
||||
|
||||
}
|
||||
|
||||
task RemovePLaserGfx{
|
||||
let imgLaser = GetCurrentScriptDirectory() ~ "laser_fx.png";
|
||||
RemoveTexture(imgLaser);
|
||||
|
||||
ascent(i in 0..length(lasGfxObj)){
|
||||
Obj_Delete(lasGfxObj[i]);
|
||||
lasGfxObj[i]=ID_INVALID;
|
||||
}
|
||||
}
|
||||
|
||||
// See the non-penetrating laser object task for information on these tasks.
|
||||
|
||||
task PLaserGfxFrame(
|
||||
int gfxObj,
|
||||
float rectLeft, float rectTop, float rectRight, float rectBottom,
|
||||
float posX, float posY,
|
||||
float ang,
|
||||
float scaleX, float scaleY,
|
||||
float alpha){
|
||||
|
||||
if(gfxObj==ID_INVALID){return;}
|
||||
|
||||
//ObjRender_SetBlendType(gfxObj, BLEND_ADD_ARGB);
|
||||
ObjRender_SetPosition(gfxObj, posX, posY, 0);
|
||||
ObjRender_SetAngleZ(gfxObj, ang);
|
||||
ObjRender_SetScaleXYZ(gfxObj, scaleX, scaleY, 1);
|
||||
ObjSpriteList2D_SetSourceRect(gfxObj, rectLeft, rectTop, rectRight, rectBottom);
|
||||
ObjSpriteList2D_SetDestCenter(gfxObj);
|
||||
ObjSpriteList2D_AddVertex(gfxObj);
|
||||
ObjRender_SetAlpha(gfxObj, alpha);
|
||||
|
||||
}
|
||||
|
||||
task PLaserGfxFrameLaser(
|
||||
int gfxObj,
|
||||
float rectLeft, float rectTop, float rectRight, float rectBottom,
|
||||
float destY,
|
||||
float posX, float posY,
|
||||
float ang,
|
||||
float scaleX, float scaleY,
|
||||
float alpha){
|
||||
|
||||
if(gfxObj==ID_INVALID){return;}
|
||||
|
||||
//ObjRender_SetBlendType(gfxObj, BLEND_ADD_ARGB);
|
||||
ObjRender_SetPosition(gfxObj, posX, posY,0);
|
||||
ObjRender_SetAngleZ(gfxObj, ang);
|
||||
ObjRender_SetScaleXYZ(gfxObj, scaleX, scaleY, 1);
|
||||
ObjRender_SetAlpha(gfxObj, alpha);
|
||||
ObjSpriteList2D_SetSourceRect(gfxObj, rectLeft, rectTop, rectRight, rectBottom);
|
||||
let destX = (rectRight - rectLeft)/2;
|
||||
ObjSpriteList2D_SetDestRect(gfxObj, -destX, 0, destX, -destY);
|
||||
ObjSpriteList2D_AddVertex(gfxObj);
|
||||
|
||||
}
|
833
script/player/Chimata/Chimata_Main.dnh
Normal file
833
script/player/Chimata/Chimata_Main.dnh
Normal file
|
@ -0,0 +1,833 @@
|
|||
#TouhouDanmakufu[Player]
|
||||
#ScriptVersion[3]
|
||||
#ID["Cirno"]
|
||||
#Title["Cirno"]
|
||||
#Text["Shot Type: Blank Card Set[r]Spell Card: Shield of Market Regulation"]
|
||||
|
||||
//#Image["./mariremi_lib/mariremi_illust.png"]
|
||||
|
||||
#ReplayName["Cirno"]
|
||||
|
||||
#include "script/KevinSystem/Kevin_PlayerLib.txt"
|
||||
#include "script/KevinSystem/PlayerSoundLib.dnh"
|
||||
|
||||
#include "./Chimata_Function.dnh"
|
||||
#include "./Chimata_ShotConst.dnh"
|
||||
|
||||
#include "script/KevinSystem/kevin_system/Kevin_ItemConst.txt"
|
||||
#include "script/KevinSystem/kevin_system/Kevin_ItemLib.txt"
|
||||
|
||||
float shotDamage = 2.4+(GetCommonData("Rank", 1)*0.125);
|
||||
float shotScale = 0.6+(GetCommonData("Rank", 1)*0.125);
|
||||
|
||||
let csd = GetCurrentScriptDirectory();
|
||||
|
||||
// Global Variables
|
||||
|
||||
float maxX = GetStgFrameWidth();
|
||||
float maxY = GetStgFrameHeight();
|
||||
|
||||
// Images & Sound
|
||||
|
||||
let teamimg = csd ~ "./playerlib/Chimata_Sheet.png";
|
||||
LoadTextureEx(teamimg, true, true);
|
||||
//ObjRender_SetTextureFilterMip(teamimg, FILTER_LINEAR);
|
||||
|
||||
let sndpath = csd ~ "./sound";
|
||||
|
||||
// Other stuff
|
||||
|
||||
float playerX = 0;
|
||||
float playerY = 0;
|
||||
|
||||
let objPlayer = GetPlayerObjectID();
|
||||
int plrender = Obj_GetRenderPriorityI(objPlayer);
|
||||
|
||||
bool ripplayer = false;
|
||||
float shotspeed = 0;
|
||||
float bombrand = 0;
|
||||
|
||||
bool bombenable = false;
|
||||
bool focusactive = false;
|
||||
bool ishoming = false;
|
||||
|
||||
int[] _enemyArray = []; // Prepare an array to store enemy IDs for Kouda's homing shot
|
||||
int[] _existArray = [];
|
||||
int[] _shotArray = [];
|
||||
|
||||
int grazecounter = 0; // For basic graze = PIV mechanic
|
||||
|
||||
int shotAlpha = (GetAreaCommonData("Config", "PlayerShotOpacity", 60)*0.01)*255;
|
||||
float[] PlayerSpd = [15.5, 7.5];
|
||||
|
||||
// Custom events for scoring mechanic
|
||||
|
||||
const EV_PIV_100 = EV_USER + 100i; // Normal enemies and nons
|
||||
const EV_PIV_250 = EV_USER + 101i; // Spells
|
||||
const EV_PIV_500 = EV_USER + 102i; // Last Spells
|
||||
const EV_PIV_2000 = EV_USER + 103i; // What.
|
||||
|
||||
@Initialize{
|
||||
|
||||
if(!IsCommonDataAreaExists("PIV")){
|
||||
CreateCommonDataArea("PIV");
|
||||
SetAreaCommonData("PIV", "currentvalue", 10000);
|
||||
}
|
||||
else{}
|
||||
|
||||
SetPlayerStateEndEnable(true);
|
||||
|
||||
// Stuff
|
||||
parameterrender();
|
||||
playerrender();
|
||||
Obj_SetRenderPriorityI(objPlayer, 43);
|
||||
plrender = Obj_GetRenderPriorityI(objPlayer);
|
||||
_SoundTask();
|
||||
|
||||
//SetIntersectionVisualization(true); // Debug
|
||||
|
||||
_Mechanic(ripplayer, _enemyArray, _existArray, GetStgFrameWidth(), GetStgFrameHeight(), objPlayer, GetEnemyBossSceneObjectID(), 5, 2, 80);
|
||||
|
||||
_HitboxRender(ripplayer, objPlayer, teamimg, teamimg, 1280, 512, 1408, 640, 1536, 896, 2048, 1408, 0.3, 0.65);
|
||||
SetShotAutoDeleteClip(256, 256, 256, 256);
|
||||
|
||||
// Shot functions
|
||||
|
||||
_CAVELaser();
|
||||
_ShotType();
|
||||
//UniversalAlphaHandle(_shotArray);
|
||||
|
||||
// Shot data loading
|
||||
LoadPlayerShotData(csd ~ "./Chimata_ShotData.dnh");
|
||||
}
|
||||
|
||||
@MainLoop{
|
||||
_enemyArray = GetIntersectionRegistedEnemyID;
|
||||
shotspeed += 1; // Managing the shot rate
|
||||
//_shotArray = GetAllShotID(TARGET_PLAYER);
|
||||
//UniversalAlphaHandle(_shotArray);
|
||||
playerX = ObjMove_GetX(objPlayer);
|
||||
playerY = ObjMove_GetY(objPlayer);
|
||||
yield;
|
||||
}
|
||||
|
||||
@Event{
|
||||
alternative(GetEventType)
|
||||
|
||||
// Delete effect
|
||||
case(EV_DELETE_SHOT_PLAYER){
|
||||
let graphic = GetEventArgument(2);
|
||||
float[] position = GetEventArgument(1);
|
||||
let obj = CreatePlayerShotA1(position[0], position[1], 0, ObjMove_GetAngle(GetEventArgument(0)), 0, 99999, graphic);
|
||||
ObjShot_SetIntersectionEnable(obj, false); _DeleteEffect(obj, shotScale);
|
||||
//if(graphic == ELECTRIC_FIRE_ALT) {_DeleteEffectAlt(obj);}
|
||||
//else{_DeleteEffect(obj);}
|
||||
}
|
||||
|
||||
// PIV-item spawning events
|
||||
case(EV_PIV_100){
|
||||
let arg = GetEventArgument(0);
|
||||
CreatePIVItem(PIV_100, arg[0], arg[1]);
|
||||
}
|
||||
|
||||
case(EV_PIV_250){
|
||||
let arg = GetEventArgument(0);
|
||||
CreatePIVItem(PIV_250, arg[0], arg[1]);
|
||||
}
|
||||
|
||||
case(EV_PIV_500){
|
||||
let arg = GetEventArgument(0);
|
||||
CreatePIVItem(PIV_500, arg[0], arg[1]);
|
||||
}
|
||||
|
||||
// Basic functionality events
|
||||
case(EV_REQUEST_SPELL){
|
||||
let bomb = GetPlayerSpell();
|
||||
|
||||
if (bomb >= 1){
|
||||
SetScriptResult(true);
|
||||
SetPlayerSpell(bomb - 1);
|
||||
_Bomb();
|
||||
SetCommonData("Rank", max(1, GetCommonData("Rank", 1)-1));
|
||||
_SigilCall(false, teamimg, 768+256, 512, 768+512, 768, objPlayer, GetPlayerInvincibilityFrame());
|
||||
}
|
||||
|
||||
else {
|
||||
SetScriptResult(false);
|
||||
}
|
||||
}
|
||||
|
||||
case(EV_HIT){
|
||||
ObjSound_Play(predeathsfx);
|
||||
_DeathbombWarning(teamimg, [1536, 384, 1536+512, 384+512], 15, 0.75);
|
||||
}
|
||||
|
||||
case(EV_PLAYER_SHOOTDOWN){
|
||||
ObjSound_Play(deathsfx);
|
||||
BombRefund();
|
||||
ripplayer = true;
|
||||
DeleteShotAll(TYPE_SHOT, TYPE_ITEM);
|
||||
SetCommonData("Rank", max(1, round(GetCommonData("Rank", 1)/2)));
|
||||
_SigilCall(true, teamimg, 768, 512, 768+256, 768, objPlayer, 60);
|
||||
}
|
||||
|
||||
case(EV_PLAYER_REBIRTH){
|
||||
ripplayer = false;
|
||||
SetPlayerInvincibilityFrame(180);
|
||||
_SigilCall(false, teamimg, 768+256, 512, 768+512, 768, objPlayer, 150);
|
||||
|
||||
}
|
||||
|
||||
case(EV_GRAZE){
|
||||
grazecounter += GetEventArgument(0);
|
||||
ObjSound_Play(grazesfx);
|
||||
while(grazecounter >= 10){
|
||||
SetAreaCommonData("PIV", "currentvalue", GetAreaCommonData("PIV", "currentvalue")+10);
|
||||
grazecounter -= 10;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Finalize{
|
||||
|
||||
}
|
||||
|
||||
// Homing
|
||||
task BombRefund(){
|
||||
SetPlayerSpell(GetPlayerSpell()+[1, 2, 3, 3][clamp((GetCommonData("Rank", 1)/2)-1, 0, 3)]);
|
||||
}
|
||||
|
||||
task _HomeShot(int option_) {
|
||||
|
||||
int shot_ = 0;
|
||||
|
||||
float duration = 1;
|
||||
float durationOption = 99999;
|
||||
|
||||
bool homingBool = false;
|
||||
|
||||
float basepenetrate = ObjShot_GetPenetration(shot_);
|
||||
float basedmg = ObjShot_GetDamage(shot_);
|
||||
|
||||
//
|
||||
|
||||
for (int t = 0i; t < durationOption && !Obj_IsDeleted(option_); t++) {
|
||||
|
||||
// Checks if enemies are on screen. If enemies are visible, enable homing for the shots.
|
||||
// _enemyArray is an array containing all enemy IDs, and is constantly updated in @MainLoop.
|
||||
|
||||
if (0 < length(_enemyArray)) {
|
||||
float targetDist = 2000; // Arbitrary number (???)
|
||||
int targetID = 0;
|
||||
|
||||
// Checks distance of every enemy on screen.
|
||||
|
||||
for each (int enemy in ref _enemyArray) {
|
||||
float enemyX = ObjMove_GetX(enemy);
|
||||
float enemyY = ObjMove_GetY(enemy);
|
||||
if (0 < enemyX && enemyX < maxX && 0 < enemyY && enemyY < maxY) {
|
||||
|
||||
// Returns the hypotenuse of the triangle formed by the x & y distances between the shot and the enemy.
|
||||
|
||||
float shotDist = hypot(enemyX - ObjMove_GetX(objPlayer), enemyY - ObjMove_GetY(objPlayer));
|
||||
|
||||
// Locks the shot onto the enemy.
|
||||
|
||||
if (shotDist < targetDist) {
|
||||
targetDist = shotDist;
|
||||
targetID = enemy;
|
||||
homingBool = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Code to handle the actual homing.
|
||||
|
||||
if (homingBool) {
|
||||
for (int f = 0; t < durationOption && !Obj_IsDeleted(option_) && !Obj_IsDeleted(targetID) && ObjEnemy_GetInfo(targetID, INFO_LIFE) != 0 && GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE; t++) {
|
||||
|
||||
ObjShot_SetAutoDelete(option_, false);
|
||||
|
||||
float shotAngle = NormalizeAngle(ObjMove_GetAngle(option_)); // Angle of the player shot
|
||||
float targetAngle = NormalizeAngle(atan2(ObjMove_GetY(targetID) - ObjMove_GetY(option_), ObjMove_GetX(targetID) - ObjMove_GetX(option_))); // Returns angle from the shot to the enemy.
|
||||
float angleDistance = AngularDistance(shotAngle, targetAngle); // Angular distance between enemy and player shot
|
||||
float homeRate = Interpolate_Decelerate(0, 0.75, min(15, f) / 15);
|
||||
// Homing speed?
|
||||
ObjMove_SetAngle(option_, Interpolate_Decelerate(shotAngle, shotAngle + angleDistance, homeRate)); // Interpolate_Necko
|
||||
f++;
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
/*if (homingBool) {
|
||||
for (int f = 0; t < duration && !Obj_IsDeleted(shot_) && !Obj_IsDeleted(targetID) && ObjEnemy_GetInfo(targetID, INFO_LIFE) != 0 && !ObjCol_IsIntersected(shot_); t++) {
|
||||
ObjShot_SetAutoDelete(shot_, false);
|
||||
|
||||
float shotAngle = NormalizeAngle(ObjMove_GetAngle(shot_)); // Angle of the player shot
|
||||
float targetAngle = NormalizeAngle(atan2(ObjMove_GetY(targetID) - ObjMove_GetY(shot_), ObjMove_GetX(targetID) - ObjMove_GetX(shot_))); // Returns angle from the shot to the enemy.
|
||||
float angleDistance = AngularDistance(shotAngle, targetAngle); // Angular distance between enemy and player shot
|
||||
float homeRate = Interpolate_Decelerate(0, 0.75, min(60, f) / 60);
|
||||
// Homing speed?
|
||||
ObjMove_SetAngle(shot_, Interpolate_Accelerate(shotAngle, shotAngle + angleDistance, 1)); // Interpolate_Necko
|
||||
f++;
|
||||
yield;
|
||||
}
|
||||
ObjShot_SetAutoDelete(shot_, true);
|
||||
ObjMove_SetAngularVelocity(shot_, 0);
|
||||
homingBool = false;
|
||||
}*/
|
||||
}
|
||||
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
task _SwingBehaviour(target){
|
||||
float ang = 0;
|
||||
Obj_SetRenderPriorityI(target, 42);
|
||||
while(true){
|
||||
ObjRender_SetAngleZ(target, 0+20*sin(ang));
|
||||
ang += 360/120;
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
task _ShotType(){
|
||||
|
||||
// Offsets for 4 front options
|
||||
|
||||
// Alternative player option function
|
||||
|
||||
function PlayerOption(
|
||||
float offsetx, float offsety,
|
||||
texture,
|
||||
int left, int top, int right, int bottom, float scale,
|
||||
int width, int animdelay, int frameno, bool triggeranimation,
|
||||
bool triggerspin, float spinspeed,
|
||||
bool onlyFocus, bool onlyUnfocus
|
||||
){
|
||||
// IMPORTANT!
|
||||
let option = ObjShot_Create(OBJ_SHOT);
|
||||
ObjShot_Regist(option);
|
||||
ObjShot_SetAutoDelete(option, false);
|
||||
ObjShot_SetGraphic(option, 3);
|
||||
ObjShot_SetPenetration(option, 9999^9999);
|
||||
ObjShot_SetDamage(option, 0);
|
||||
ObjShot_SetIntersectionEnable(option, false);
|
||||
ObjMove_SetAngle(option, 270);
|
||||
//
|
||||
|
||||
bool visible;
|
||||
int animate = 0;
|
||||
float optx;
|
||||
float opty;
|
||||
|
||||
ObjRender_SetScaleXYZ(option, scale);
|
||||
ObjRender_SetBlendType(option, BLEND_ALPHA);
|
||||
ObjRender_SetAlpha(option, 225);
|
||||
Obj_SetRenderPriorityI(option, 41);
|
||||
ObjRender_SetPosition(option, offsetx, offsety, 1);
|
||||
|
||||
// Animation
|
||||
async{
|
||||
while(triggeranimation){
|
||||
ObjSprite2D_SetSourceRect(option, left+width*floor(animate/animdelay), top, right+width*floor(animate/animdelay)-1, bottom-1);
|
||||
animate++;
|
||||
if (animate >= animdelay*frameno){animate = 0;}
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
// Rotation
|
||||
async{
|
||||
float i = 0;
|
||||
while(triggerspin){
|
||||
//ObjRender_SetPosition(option, GetPlayerX()+offsetx, GetPlayerY()+offsety, 1);
|
||||
ObjRender_SetAngleZ(option, i);
|
||||
i += spinspeed;
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
// Follow
|
||||
async{
|
||||
while(true){
|
||||
ObjMove_SetPosition(option, GetPlayerX()+offsetx, GetPlayerY()+offsety);
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
// Visibility
|
||||
async{
|
||||
// Always visible
|
||||
if((onlyFocus && onlyUnfocus) || (!onlyFocus && !onlyUnfocus)) {
|
||||
loop
|
||||
{
|
||||
if(GetPlayerState != STATE_NORMAL && GetPlayerState != STATE_HIT){ObjRender_SetAlpha(option, max(0, ObjRender_GetAlpha(option)-15)); visible = false;}
|
||||
else {ObjRender_SetAlpha(option, min(225, ObjRender_GetAlpha(option)+15)); visible = true;}
|
||||
yield;
|
||||
}
|
||||
}
|
||||
// Visible when focused only
|
||||
else if(onlyFocus && !onlyUnfocus){
|
||||
loop
|
||||
{
|
||||
if((GetPlayerState != STATE_NORMAL && GetPlayerState != STATE_HIT) || GetVirtualKeyState(VK_SLOWMOVE) == KEY_FREE){ObjRender_SetAlpha(option, max(0, ObjRender_GetAlpha(option)-15)); visible = false;}
|
||||
else {ObjRender_SetAlpha(option, min(225, ObjRender_GetAlpha(option)+15)); visible = true;}
|
||||
yield;
|
||||
}
|
||||
}
|
||||
// Visible when unfocused only
|
||||
else if(!onlyFocus && onlyUnfocus){
|
||||
loop
|
||||
{
|
||||
if((GetPlayerState != STATE_NORMAL && GetPlayerState != STATE_HIT) || GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){ObjRender_SetAlpha(option, max(0, ObjRender_GetAlpha(option)-15)); visible = false;}
|
||||
else {ObjRender_SetAlpha(option, min(225, ObjRender_GetAlpha(option)+15)); visible = true;}
|
||||
yield;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function _FadeIn(){
|
||||
ascent(i in 0..15){
|
||||
ObjRender_SetAlpha(option, Interpolate_Decelerate(0, 225, i/15));
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
function _FadeOut(){
|
||||
ascent(i in 0..15){
|
||||
ObjRender_SetAlpha(option, Interpolate_Decelerate(225, 0, i/15));
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
return option;
|
||||
|
||||
}
|
||||
|
||||
float offsetX1 = 125;
|
||||
float offsetX2 = offsetX1 * 2;
|
||||
float offsetY1 = 75;
|
||||
|
||||
// Array that contains static/unchanging values for the PlayerOption
|
||||
|
||||
let val = [0, 512, 256, 768, 0.45, 256, 1, 1, false, false, 0, true, true];
|
||||
|
||||
// Option handling (right -> rightmost -> left -> leftmost)
|
||||
|
||||
float[][] offsetArray = [[offsetX1, offsetY1], [offsetX2, 0], [-offsetX1, offsetY1], [-offsetX2, 0]];
|
||||
|
||||
int opt1 = PlayerOption(
|
||||
offsetArray[0][0], offsetArray[0][1],
|
||||
teamimg,
|
||||
val[0], val[1], val[2], val[3], val[4],
|
||||
val[5], val[6], val[7], val[8],
|
||||
val[9], val[10],
|
||||
val[11], val[12]);
|
||||
|
||||
int opt2 = PlayerOption(
|
||||
offsetArray[1][0], offsetArray[1][1],
|
||||
teamimg,
|
||||
val[0], val[1], val[2], val[3], val[4],
|
||||
val[5], val[6], val[7], val[8],
|
||||
val[9], val[10],
|
||||
val[11], val[12]);
|
||||
|
||||
int opt3 = PlayerOption(
|
||||
offsetArray[2][0], offsetArray[2][1],
|
||||
teamimg,
|
||||
val[0], val[1], val[2], val[3], val[4],
|
||||
val[5], val[6], val[7], val[8],
|
||||
val[9], val[10],
|
||||
val[11], val[12]);
|
||||
|
||||
int opt4 = PlayerOption(
|
||||
offsetArray[3][0], offsetArray[3][1],
|
||||
teamimg,
|
||||
val[0], val[1], val[2], val[3], val[4],
|
||||
val[5], val[6], val[7], val[8],
|
||||
val[9], val[10],
|
||||
val[11], val[12]);
|
||||
|
||||
int[] optArray = [opt1, opt2, opt3, opt4];
|
||||
|
||||
BaseShot;
|
||||
UpdateParam;
|
||||
|
||||
task UpdateParam(){
|
||||
loop{
|
||||
shotDamage = 2.4+(GetCommonData("Rank", 1)*0.125);
|
||||
shotScale = 0.6+(GetCommonData("Rank", 1)*0.125);
|
||||
wait(60);
|
||||
}
|
||||
}
|
||||
|
||||
task BaseShot(){
|
||||
|
||||
loop{
|
||||
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && IsPermitPlayerShot && !ripplayer){
|
||||
if(shotspeed % 4 == 0){
|
||||
let shotB = CreatePlayerShotA1(playerX, playerY, 50, 270, 2.6, shotDamage*1.25, 1);
|
||||
_BulletRescalePlayer(shotB, shotScale, true, 1);
|
||||
ObjRender_SetAlpha(shotB, shotAlpha);
|
||||
Obj_SetRenderPriorityI(shotB, 41);
|
||||
}
|
||||
}
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_HomingStars(optArray[0], 0); //_HomeShot(optArray[0]);
|
||||
_HomingStars(optArray[1], 1); //_HomeShot(optArray[1]);
|
||||
_HomingStars(optArray[2], 2); //_HomeShot(optArray[2]);
|
||||
_HomingStars(optArray[3], 3); //_HomeShot(optArray[3]);
|
||||
|
||||
task _HomingStars(option, value){
|
||||
|
||||
int angMultiplier = 0;
|
||||
|
||||
loop{
|
||||
|
||||
if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
|
||||
|
||||
async{
|
||||
|
||||
if(value == 0){
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjMove_SetAngle(option, Interpolate_Decelerate(ObjMove_GetAngle(option), 265, i/15));
|
||||
ObjMove_SetX(option, Interpolate_Decelerate(ObjMove_GetX(option), playerX+offsetX1*0.5, i/15));
|
||||
ObjMove_SetY(option, Interpolate_Decelerate(ObjMove_GetY(option), playerY+offsetY1, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else if(value == 1){
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjMove_SetAngle(option, Interpolate_Decelerate(ObjMove_GetAngle(option), 255, i/15));
|
||||
ObjMove_SetX(option, Interpolate_Decelerate(ObjMove_GetX(option), playerX+offsetX1*0.8, i/15));
|
||||
ObjMove_SetY(option, Interpolate_Decelerate(ObjMove_GetY(option), playerY, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else if(value == 2){
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjMove_SetAngle(option, Interpolate_Decelerate(ObjMove_GetAngle(option), 275, i/15));
|
||||
ObjMove_SetX(option, Interpolate_Decelerate(ObjMove_GetX(option), playerX-offsetX1*0.5, i/15));
|
||||
ObjMove_SetY(option, Interpolate_Decelerate(ObjMove_GetY(option), playerY+offsetY1, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else if(value == 3){
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjMove_SetAngle(option, Interpolate_Decelerate(ObjMove_GetAngle(option), 285, i/15));
|
||||
ObjMove_SetX(option, Interpolate_Decelerate(ObjMove_GetX(option), playerX-offsetX1*0.8, i/15));
|
||||
ObjMove_SetY(option, Interpolate_Decelerate(ObjMove_GetY(option), playerY, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
async{
|
||||
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && IsPermitPlayerShot && !ripplayer){
|
||||
|
||||
if(shotspeed % 4 == 0){
|
||||
|
||||
//float x = ObjRender_GetX(option);
|
||||
//float y = ObjRender_GetY(option);
|
||||
|
||||
float x = ObjMove_GetX(option);
|
||||
float y = ObjMove_GetY(option);
|
||||
|
||||
int multiplier;
|
||||
float angSwing;
|
||||
|
||||
if(x-playerX > 0){multiplier = 1;}
|
||||
else{multiplier = -1;}
|
||||
|
||||
if(value == 1 || value == 3) {angSwing = 6;}
|
||||
else{angSwing = 4;}
|
||||
|
||||
let shotA = CreatePlayerShotA1(x, y, 50, ObjMove_GetAngle(option)+angSwing*multiplier*angMultiplier, shotDamage*1.2, 1.1, 1);
|
||||
_BulletRescalePlayer(shotA, shotScale, true, 1);
|
||||
ObjRender_SetAlpha(shotA, shotAlpha);
|
||||
Obj_SetRenderPriorityI(shotA, 41);
|
||||
ObjSound_Play(basesfx);
|
||||
|
||||
angMultiplier ++;
|
||||
|
||||
if (angMultiplier > 3) {angMultiplier = 0;}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else{
|
||||
|
||||
async{
|
||||
|
||||
if(value == 0){
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjMove_SetAngle(option, Interpolate_Decelerate(ObjMove_GetAngle(option), 275, i/15));
|
||||
ObjMove_SetX(option, Interpolate_Decelerate(ObjMove_GetX(option), playerX+offsetX1*0.5, i/15));
|
||||
ObjMove_SetY(option, Interpolate_Decelerate(ObjMove_GetY(option), playerY+offsetY1, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else if(value == 1){
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjMove_SetAngle(option, Interpolate_Decelerate(ObjMove_GetAngle(option), 295, i/15));
|
||||
ObjMove_SetX(option, Interpolate_Decelerate(ObjMove_GetX(option), playerX+offsetX1*0.8, i/15));
|
||||
ObjMove_SetY(option, Interpolate_Decelerate(ObjMove_GetY(option), playerY, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else if(value == 2){
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjMove_SetAngle(option, Interpolate_Decelerate(ObjMove_GetAngle(option), 265, i/15));
|
||||
ObjMove_SetX(option, Interpolate_Decelerate(ObjMove_GetX(option), playerX-offsetX1*0.5, i/15));
|
||||
ObjMove_SetY(option, Interpolate_Decelerate(ObjMove_GetY(option), playerY+offsetY1, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else if(value == 3){
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjMove_SetAngle(option, Interpolate_Decelerate(ObjMove_GetAngle(option), 245, i/15));
|
||||
ObjMove_SetX(option, Interpolate_Decelerate(ObjMove_GetX(option), playerX-offsetX1*0.8, i/15));
|
||||
ObjMove_SetY(option, Interpolate_Decelerate(ObjMove_GetY(option), playerY, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
async{
|
||||
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && IsPermitPlayerShot && !ripplayer){
|
||||
|
||||
if(shotspeed % 4 == 0){
|
||||
|
||||
//float x = ObjRender_GetX(option);
|
||||
//float y = ObjRender_GetY(option);
|
||||
|
||||
float x = ObjMove_GetX(option);
|
||||
float y = ObjMove_GetY(option);
|
||||
|
||||
int multiplier;
|
||||
float angSwing;
|
||||
|
||||
if(x-playerX > 0){multiplier = 1;}
|
||||
else{multiplier = -1;}
|
||||
|
||||
if(value == 1 || value == 3) {angSwing = 8;}
|
||||
else{angSwing = 6;}
|
||||
|
||||
let shotA = CreatePlayerShotA1(x, y, 50, ObjMove_GetAngle(option)+angSwing*multiplier*angMultiplier, shotDamage*1.5, 1.1, 1);
|
||||
_BulletRescalePlayer(shotA, shotScale, true, 1);
|
||||
ObjRender_SetAlpha(shotA, shotAlpha);
|
||||
Obj_SetRenderPriorityI(shotA, 41);
|
||||
ObjSound_Play(basesfx);
|
||||
|
||||
angMultiplier ++;
|
||||
|
||||
if (angMultiplier > 3) {angMultiplier = 0;}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Basic player parameters
|
||||
|
||||
task parameterrender(){
|
||||
|
||||
SetPlayerItemScope(120);
|
||||
SetPlayerLife(9); // Debug
|
||||
SetPlayerSpell(2);
|
||||
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]); // (original: 5.25/2.0)
|
||||
SetPlayerRebirthFrame(15);
|
||||
SetPlayerDownStateFrame(60);
|
||||
SetPlayerAutoItemCollectLine(GetStgFrameHeight/3);
|
||||
SetPlayerRebirthLossFrame(0);
|
||||
ObjPlayer_AddIntersectionCircleA1(objPlayer, 0, 0, 1.25, 40);
|
||||
|
||||
}
|
||||
|
||||
// Renders the shottype
|
||||
// Player sprites
|
||||
|
||||
task playerrender(){
|
||||
|
||||
// Why is this movement code so cursed jesus fucking christ
|
||||
|
||||
float scale = 0.35; // Scalies
|
||||
int frame = 0;
|
||||
|
||||
ObjPrim_SetTexture(objPlayer, teamimg);
|
||||
ObjSprite2D_SetSourceRect(objPlayer, 0, 0, 400, 400);
|
||||
ObjSprite2D_SetDestCenter(objPlayer);
|
||||
Obj_SetRenderPriorityI(objPlayer, 42);
|
||||
ObjRender_SetScaleXYZ(objPlayer, scale, scale, 1);
|
||||
|
||||
// Lower "speed" parameter = FASTER SPEED
|
||||
|
||||
// FOR WHEN ONLY IDLE SPRITES ARE DONE
|
||||
|
||||
loop{
|
||||
//frame++;
|
||||
_RenderPlayerMovement(objPlayer, frame, 0, 0, 400, 400, scale, 4, 6);
|
||||
//if (frame >= (1*4-1)){frame = 0;}
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
task PointblankPlacebo(target, scale, multiplier){
|
||||
int len = 10;
|
||||
while(GetObjectDistance(target, objPlayer) < 90){
|
||||
_BulletRescalePlayer(target, scale*multiplier, true, multiplier); // Pointblank
|
||||
yield;
|
||||
}
|
||||
ascent(i in 0..len){
|
||||
_BulletRescalePlayer(target, Interpolate_Decelerate(scale*multiplier, scale, i/len), true, Interpolate_Decelerate(multiplier, 1, i/len));
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
task Fadein(target, len){
|
||||
ascent(i in 0..len){
|
||||
_BulletRescalePlayer(target, Interpolate_Decelerate(0.4, 0.7, i/len), true, Interpolate_Decelerate(0.4, 0.7, i/len));
|
||||
//ObjRender_SetBlendType(target, BLEND_ADD_ARGB);
|
||||
yield;
|
||||
}
|
||||
ObjRender_SetBlendType(target, BLEND_ALPHA);
|
||||
}
|
||||
|
||||
task Fadein(target, len, targetscale, targetscalehitbox){
|
||||
ascent(i in 0..len){
|
||||
_BulletRescalePlayer(target, Interpolate_Decelerate(0.1, targetscale, i/len), true, Interpolate_Decelerate(1, targetscalehitbox, i/len));
|
||||
//ObjRender_SetBlendType(target, BLEND_ADD_ARGB);
|
||||
yield;
|
||||
}
|
||||
ObjRender_SetBlendType(target, BLEND_ALPHA);
|
||||
}
|
||||
|
||||
// Handling of bomb
|
||||
|
||||
task _Bomb(){
|
||||
|
||||
// Preparation
|
||||
SetForbidPlayerShot(true);
|
||||
SetForbidPlayerSpell(true);
|
||||
SetPlayerInvincibilityFrame(240);
|
||||
// Spell object
|
||||
let manageObj = GetSpellManageObject(); // SPELL BEGINS
|
||||
ObjSpell_Regist(manageObj);
|
||||
//ObjSound_Play(bombsfx);
|
||||
SetPlayerSpeed(PlayerSpd[0]*1.5, PlayerSpd[1]*1.5);
|
||||
|
||||
// 180 seconds DEATH LASER
|
||||
|
||||
//SetCommonData("IsBomb", true);
|
||||
|
||||
async{
|
||||
loop(90){
|
||||
Fire();
|
||||
Fire();
|
||||
wait(2);
|
||||
}
|
||||
}
|
||||
|
||||
task Fire(){
|
||||
let shotA = CreatePlayerShotA1(playerX, playerY, 25, rand(-15, 195), shotDamage/10, 25, 2);
|
||||
_BulletRescalePlayer(shotA, 1.25, true, 1);
|
||||
ObjRender_SetAlpha(shotA, 255);
|
||||
Fading(shotA);
|
||||
ObjRender_SetBlendType(shotA, BLEND_ADD_ARGB);
|
||||
Obj_SetRenderPriorityI(shotA, 41);
|
||||
ObjShot_SetPenetrateShotEnable(shotA, false);
|
||||
ObjShot_SetEnemyIntersectionInvalidFrame(shotA, 2);
|
||||
ObjShot_SetSpellFactor(shotA, true);
|
||||
ObjShot_SetEraseShot(shotA, true);
|
||||
}
|
||||
|
||||
loop(30){
|
||||
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE){ObjSound_Play(inferno);}
|
||||
wait(6);
|
||||
}
|
||||
|
||||
task Fading(shot){
|
||||
ObjMove_SetAcceleration(shot, -1.5);
|
||||
ObjMove_SetMaxSpeed(shot, 3);
|
||||
ascent(i in 0..40){
|
||||
ObjRender_SetAlpha(shot, Interpolate_Decelerate(255, 0, i/40));
|
||||
yield;
|
||||
}
|
||||
Obj_Delete(shot);
|
||||
}
|
||||
|
||||
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]);
|
||||
SetForbidPlayerShot(false);
|
||||
//SetCommonData("IsBomb", false);
|
||||
wait(60);
|
||||
SetForbidPlayerSpell(false);
|
||||
Obj_Delete(manageObj); // !!! IMPORTANT !!!
|
||||
|
||||
}
|
||||
|
||||
// Screenshake function for bomb's duration - adapted from Sparen's tutorials
|
||||
|
||||
task _BombShake(shaketime, intensity){
|
||||
|
||||
float baseintensity = intensity;
|
||||
float shakeno = shaketime;
|
||||
|
||||
ascent(i in 0..shakeno){
|
||||
Set2DCameraFocusX(GetStgFrameWidth/2 + rand(-intensity, intensity));
|
||||
Set2DCameraFocusY(GetStgFrameHeight/2 + rand(-intensity, intensity));
|
||||
intensity = Interpolate_Decelerate(0, baseintensity, 1-i/shakeno);
|
||||
shaketime--;
|
||||
yield;
|
||||
}
|
||||
|
||||
while(shaketime > 0){yield;}
|
||||
|
||||
Set2DCameraFocusX(GetStgFrameWidth/2);
|
||||
Set2DCameraFocusY(GetStgFrameHeight/2);
|
||||
yield;
|
||||
}
|
||||
|
12
script/player/Chimata/Chimata_ShotConst.dnh
Normal file
12
script/player/Chimata/Chimata_ShotConst.dnh
Normal file
|
@ -0,0 +1,12 @@
|
|||
let current = GetCurrentScriptDirectory();
|
||||
let path = current ~ "Chimata_ShotData.dnh";
|
||||
LoadPlayerShotData(path);
|
||||
// -----
|
||||
|
||||
const HOMING_STAR = 1;
|
||||
const ELECTRIC_FIRE = 2;
|
||||
const BASE = 3;
|
||||
const ELECTRIC_FIRE_ALT = 5;
|
||||
const LOCKON_KNIFE = 6;
|
||||
|
||||
|
50
script/player/Chimata/Chimata_ShotData.dnh
Normal file
50
script/player/Chimata/Chimata_ShotData.dnh
Normal file
|
@ -0,0 +1,50 @@
|
|||
shot_image = "./playerlib/Chimata_Sheet.png"
|
||||
|
||||
ShotData{
|
||||
id = 0 // Dummy
|
||||
rect = (0,0,0,0)
|
||||
render = ALPHA
|
||||
alpha = 0
|
||||
collision = 32
|
||||
}
|
||||
|
||||
// IceShot
|
||||
|
||||
ShotData{
|
||||
id = 1
|
||||
rect = (256, 512, 512, 768)
|
||||
render = ALPHA
|
||||
alpha = 255
|
||||
collision = 128 // Hitbox of arrows is not centered on the sprite
|
||||
}
|
||||
|
||||
// BombShot
|
||||
|
||||
ShotData{
|
||||
id = 2
|
||||
rect = (512, 512, 768, 768)
|
||||
render = ADD_ARGB
|
||||
alpha = 255
|
||||
collision = 128 // Hitbox of arrows is not centered on the sprite
|
||||
}
|
||||
|
||||
// Option
|
||||
|
||||
ShotData{
|
||||
id = 3
|
||||
rect = (0, 512, 256, 768)
|
||||
render = ALPHA
|
||||
alpha = 255
|
||||
collision = 128 // Hitbox of arrows is not centered on the sprite
|
||||
}
|
||||
|
||||
// Bomb
|
||||
|
||||
ShotData{
|
||||
id = 4
|
||||
rect = (0, 896, 512, 1408)
|
||||
render = ADD_ARGB
|
||||
angular_velocity = 5;
|
||||
alpha = 255
|
||||
collision = 160
|
||||
}
|
0
script/player/Chimata/desc.txt
Normal file
0
script/player/Chimata/desc.txt
Normal file
BIN
script/player/Chimata/playerlib/Chimata_Sheet.png
Normal file
BIN
script/player/Chimata/playerlib/Chimata_Sheet.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1 MiB |
BIN
script/player/Chimata/playerlib/Sheet.mdp
Normal file
BIN
script/player/Chimata/playerlib/Sheet.mdp
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/CK Music Factory/air01.wav
Normal file
BIN
script/player/Chimata/sound/CK Music Factory/air01.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/CK Music Factory/air02.wav
Normal file
BIN
script/player/Chimata/sound/CK Music Factory/air02.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/CK Music Factory/laser01.wav
Normal file
BIN
script/player/Chimata/sound/CK Music Factory/laser01.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/CK Music Factory/slash01.wav
Normal file
BIN
script/player/Chimata/sound/CK Music Factory/slash01.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/CK Music Factory/wind01.wav
Normal file
BIN
script/player/Chimata/sound/CK Music Factory/wind01.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/TAM Music Factory/se04.wav
Normal file
BIN
script/player/Chimata/sound/TAM Music Factory/se04.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/TAM Music Factory/status4.wav
Normal file
BIN
script/player/Chimata/sound/TAM Music Factory/status4.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/TAM Music Factory/tama2.wav
Normal file
BIN
script/player/Chimata/sound/TAM Music Factory/tama2.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/bfxr_scythecall.wav
Normal file
BIN
script/player/Chimata/sound/bfxr_scythecall.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/bfxr_splash.wav
Normal file
BIN
script/player/Chimata/sound/bfxr_splash.wav
Normal file
Binary file not shown.
1
script/player/Chimata/sound/bfxr_teleporthigh.wav
Normal file
1
script/player/Chimata/sound/bfxr_teleporthigh.wav
Normal file
|
@ -0,0 +1 @@
|
|||
2,0.57,,0.3442,,0.2691,0.3,0.2179,,0.3445,,,,,,,,,,,0.2992,,0.5139,,,1,,,,,,,masterVolume
|
BIN
script/player/Chimata/sound/bfxr_teleportlow.wav
Normal file
BIN
script/player/Chimata/sound/bfxr_teleportlow.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/bfxr_watershoot.wav
Normal file
BIN
script/player/Chimata/sound/bfxr_watershoot.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/birdcall05.wav
Normal file
BIN
script/player/Chimata/sound/birdcall05.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/hit01.wav
Normal file
BIN
script/player/Chimata/sound/hit01.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/laser01.wav
Normal file
BIN
script/player/Chimata/sound/laser01.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/magic21.wav
Normal file
BIN
script/player/Chimata/sound/magic21.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/retrolaser.wav
Normal file
BIN
script/player/Chimata/sound/retrolaser.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/slash01.wav
Normal file
BIN
script/player/Chimata/sound/slash01.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/tama2.wav
Normal file
BIN
script/player/Chimata/sound/tama2.wav
Normal file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue