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#TouhouDanmakufu[Single]
#ScriptVersion[3]
#Title["Winter Games"]
#Text["This bitch empty - would you like to yeet?"]
#System["script/KevinSystem/Kevin_System.txt"]
float rank = 1; // Increases through time
let RANK_PTR = LoadCommonDataValuePointer("Rank", 1);
let objScene = GetEnemyBossSceneObjectID();
let csd = GetCurrentScriptDirectory();
let bossObj;
float bossX = 0;
float bossY = 0;
float playerY = 0;
float playerX = 0;
bool bossIntro = false;
let spellsnd = ObjSound_Create();
let bossdiesnd = ObjSound_Create();
int[] enmFly = [];
int[] enmGround = [];
int[] rankAvg = [];
let POINTER_CHAIN = LoadAreaCommonDataValuePointer("PIV", "ChainAmount", 1);
//let SYSTEMID_PTR_2 = LoadAreaCommonDataValuePointer("ScriptID", "SystemID", 0);
// Includes ahoy
#include "script/KevinSystem/Universal_Lib.txt"
#include "script/Jam10/GunnerParade_EnmLib.dnh"
#include "script/Jam10/GunnerParade_ConstLib.dnh"
#include "script/KevinSystem/kevin_system/Lib_Const.dnh"
@Initialize {
//SetIntersectionVisualization(true);
SetAutoDeleteObject(true);
SetCommonData("Rank", clamp(GetCommonData("Rank", 1), RANK_MIN, RANK_MAX));
//difficultySelect = _InitDifficulty(difficultySelect);
//difficultySelect = 2; // debug
if(!IsCommonDataAreaExists("PIV")){
CreateCommonDataArea("PIV");
SetAreaCommonData("PIV", "currentvalue", 10000);
}
else{}
// Create the boss object itself
bossObj = ObjEnemy_Create(OBJ_ENEMY_BOSS);
ObjEnemy_Regist(bossObj);
ObjMove_SetPosition(bossObj, STG_WIDTH/2, -256);
ObjEnemy_SetDamageRate(bossObj, 0, 0);
_RenderBossFight(bossObj);
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_MagicCircle(bossObj);
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SetEnemyAutoDeleteClip(160, 160, 160, 160);
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//testTask();
//groundTask();
flyingTask();
//UpdateDrops();
bossFight();
curEnmManage();
//SetCommonData("Rank", 9);
//_FadeInvincibility(bossObj, 150, 150, 1);
//endingnew();
}
@Event {
alternative(GetEventType())
case(EV_REQUEST_LIFE) {
SetScriptResult(HP_MAX);
}
case(EV_REQUEST_IS_DURABLE_SPELL) {
SetScriptResult(false);
}
case(EV_REQUEST_TIMER) {
SetScriptResult(STAGE_LENGTH);
//SetScriptResult(BOSS_LENGTH+5);
}
}
@MainLoop {
playerY = GetPlayerY();
playerX = GetPlayerX();
//The player position is ALWAYS UPDATED
bossX = ObjMove_GetX(bossObj);
bossY = ObjMove_GetY(bossObj);
ObjEnemy_SetIntersectionCircleToShot(bossObj, ObjMove_GetX(bossObj), ObjMove_GetY(bossObj), 192);
yield;
}
@Finalize {
}
// This array contains ONLY FLYING ENEMIES
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task groundTask(){
wait(90);
while(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) > BOSS_LENGTH){
WaveGround1();
wait(max(5, 15-rank));
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;}
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if(GetCommonData("Ground Loops Cleared", 0) % 3 == 0 && rank > 3){
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WaveGround2(playerX);
wait(max(5, 15-rank));
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;}
SetCommonData("Rank", clamp(GetCommonData("Rank", 1)+0.5, 1, RANK_MAX));
}
SetCommonData("Ground Loops Cleared", GetCommonData("Ground Loops Cleared", 0)+1);
yield;
}
}
task flyingTask(){
wait(30);
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// Stage 1
while(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) > MIDBOSS_LENGTH){
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Wave1();
wait(max(5, 20-4*rank));
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if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= MIDBOSS_LENGTH){break;}
Wave2();
wait(max(5, 20-4*rank));
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= MIDBOSS_LENGTH){break;}
if(rank > 4 || GetCommonData("Flying Loops Cleared", 0) > 3){
WaveGround1();
wait(max(5, 20-4*rank));
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= MIDBOSS_LENGTH){break;}
}
Wave3();
wait(max(5, 20-4*rank));
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= MIDBOSS_LENGTH){break;}
Wave5();
wait(max(5, 20-4*rank));
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= MIDBOSS_LENGTH){break;}
SetCommonData("Rank", clamp(GetCommonData("Rank", 1)+0.5, 1, RANK_MAX));
Wave4();
wait(max(5, 20-4*rank));
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= MIDBOSS_LENGTH){break;}
Wave1();
wait(max(5, 20-4*rank));
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= MIDBOSS_LENGTH){break;}
SetCommonData("Flying Loops Cleared", GetCommonData("Flying Loops Cleared", 0)+1);
SetCommonData("Rank", clamp(GetCommonData("Rank", 1)+0.5, 1, RANK_MAX));
yield;
}
_MidbossFight();
// Stage 2
while(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) > BOSS_LENGTH){
Wave9();
wait(max(5, 20-4*rank));
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if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;}
Wave2();
wait(max(5, 20-4*rank));
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;}
if(rank > 4 || GetCommonData("Flying Loops Cleared", 0) > 3){
WaveGround1();
wait(max(5, 20-4*rank));
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;}
}
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Wave5();
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wait(max(5, 20-4*rank));
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;}
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Wave10();
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wait(max(5, 20-4*rank));
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;}
SetCommonData("Rank", clamp(GetCommonData("Rank", 1)+0.5, 1, RANK_MAX));
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Wave8();
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wait(max(5, 20-4*rank));
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;}
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Wave9();
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wait(max(5, 20-4*rank));
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;}
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if(rank > 7 || GetCommonData("Flying Loops Cleared", 0) > 4){
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WaveGround2(playerX);
wait(max(5, 20-4*rank));
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= BOSS_LENGTH){break;}
}
SetCommonData("Flying Loops Cleared", GetCommonData("Flying Loops Cleared", 0)+1);
SetCommonData("Rank", clamp(GetCommonData("Rank", 1)+0.5, 1, RANK_MAX));
yield;
}
}
task curEnmManage(){
SetCommonData("Flying Loops Cleared", 0);
SetCommonData("Ground Loops Cleared", 0);
RankManagement();
int[] allEnm = [];
while(true){
enmGround = [];
enmFly = [];
allEnm = GetIntersectionRegistedEnemyID();
for each (int enm in ref allEnm){
if(Obj_GetRenderPriorityI(enm) <= 37){enmGround ~= [enm];}
else if(Obj_GetRenderPriorityI(enm) >= 38 && Obj_GetRenderPriorityI(enm) < 41){enmFly ~= [enm];}
else{}
}
wait(10);
}
}
task _BossExplosion(){
float enmX = 0, enmY = 0;
while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){
enmX = ObjMove_GetX(bossObj); enmY = ObjMove_GetY(bossObj);
yield;
}
//NotifyEventAll(EV_DROP_POINT_ENEMY, [enmX, enmY], timer, maxTimer, minPoint, maxPoint);
DeleteShotAll(TYPE_ALL, TYPE_ITEM);
SetPlayerInvincibilityFrame(300);
ObjSound_Play(bossBoom);
Obj_SetRenderPriorityI(bossObj, 30);
NotifyEvent(GetCommonDataPtr(SYSTEMID_PTR, 0), EV_EXPLODE, [enmX, enmY]);
_ObjShake(bossObj, 190, 60);
loop(30){
//LoadEx(bossBoom, "script/game/resourceLib/bigBoom.ogg", 30 * SFXVol);
ObjSound_Play(bossBoom);
NotifyEvent(GetCommonDataPtr(SYSTEMID_PTR, 0), EV_EXPLODE, [bossX+rand(-240, 240), bossY+rand(-150, 150)]);
wait(6);
}
ObjMove_SetDestAtFrame(bossObj, bossX, STG_HEIGHT+512, 120, LERP_ACCELERATE);
float ang = ObjRender_GetAngleZ(bossObj);
ascent(i in 0..120){
ObjRender_SetAngleZ(bossObj, Interpolate_Accelerate(ang, ang+180, i/120));
yield;
}
//wait();
_EndShake(120, 90);
loop(120){
NotifyEvent(GetCommonDataPtr(SYSTEMID_PTR, 0), EV_EXPLODE, [bossX+rand(-240, 240), STG_HEIGHT+rand(0, -150)]);
}
ObjSound_Play(bossBoom);
EndBonus();
//_ScorePopup(float enmX, float enmY, int pointNum, int pivNum);
// NotifyEvent is faster than NotifyEventAll, considering how the item event will be called many times.
}
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function _MidbossExplosion(int enmID, float x, float y){
bool explosionEnd = false;
async{
int timer = ObjEnemyBossScene_GetInfo(objScene, INFO_TIMERF);
while(!explosionEnd){
ObjEnemyBossScene_SetSpellTimer(objScene, timer);
yield;
}
}
//NotifyEventAll(EV_DROP_POINT_ENEMY, [enmX, enmY], timer, maxTimer, minPoint, maxPoint);
DeleteShotAll(TYPE_ALL, TYPE_ITEM);
SetPlayerInvincibilityFrame(90);
ObjSound_Play(bossBoom);
Obj_SetRenderPriorityI(enmID, 30);
NotifyEvent(GetCommonDataPtr(SYSTEMID_PTR, 0), EV_EXPLODE, [x, y]);
_ObjShake(enmID, 60, 45);
async{
loop(15){
//LoadEx(bossBoom, "script/game/resourceLib/bigBoom.ogg", 30 * SFXVol);
ObjSound_Play(bossBoom);
NotifyEvent(GetCommonDataPtr(SYSTEMID_PTR, 0), EV_EXPLODE, [x+rand(-90, 90), y+rand(-125, 125)]);
wait(4);
}
}
ObjMove_SetDestAtFrame(enmID, x, STG_HEIGHT+256, 60, LERP_ACCELERATE);
float ang = ObjRender_GetAngleZ(enmID);
ascent(i in 0..60){
ObjRender_SetAngleZ(enmID, Interpolate_Accelerate(ang, ang+180, i/60));
yield;
}
explosionEnd = true;
ObjSound_Play(bossBoom);
Obj_Delete(enmID);
return;
//_ScorePopup(float enmX, float enmY, int pointNum, int pivNum);
// NotifyEvent is faster than NotifyEventAll, considering how the item event will be called many times.
}
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task EndBonus(){
while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){
//WriteLog(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER));
//wait(30);
yield;
}
ObjEnemy_SetLife(bossObj, -1);
let timer = ObjEnemyBossScene_GetInfo(objScene, INFO_TIMERF);
//WriteLog(timer);
// Bonus Calculations:
// (Time Remaining + Ground Loops Cleared + Flying Loops Cleared + Average Rank) * 10000
function <void> _CreateBonusText(float x, y, fontSize, int colorBorder, string text){
int objText = CreateTextObject(
x, y, fontSize,
"", "GravityRegular5",
0xFFFFFF, 0xFFFFFF,
colorBorder, 4,
71
);
ObjText_SetHorizontalAlignment(objText, ALIGNMENT_CENTER);
TTextScroll(objText, text);
}
wait(120);
float rankAvgFinal = 0;
float rankSum = 0;
ascent(i in -1..length(rankAvg)-1){
rankSum += rankAvg[i];
}
rankAvgFinal = rankSum/length(rankAvg);
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float multiplierBonus = (GetPlayerLife() + timer/60 + GetCommonDataPtr(GROUNDENM_PTR, 0)/5 + GetCommonDataPtr(FLYINGENM_PTR, 0)/5 + rankAvgFinal) * 30;
int scoreBonus = (trunc ( (multiplierBonus * 100000) / 100 ) * 10);
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_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2-220, 30, 0xCF007A, "LIVES REMAINING: " ~ IntToString(GetPlayerLife()));
_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2-180, 30, 0x3500CF, "TIME REMAINING: " ~ vtos("5.2f", timer/60));
_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2-140, 30, 0xCF6100, "ENEMIES DEFEATED: " ~ IntToString(GetCommonDataPtr(GROUNDENM_PTR, 0) + GetCommonDataPtr(FLYINGENM_PTR, 0)));
_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2-100, 30, 0xCF0000, "AVERAGE RANK LV: " ~ vtos("5.2f", rankAvgFinal));
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_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2-60, 30, 0xF68000, "END-OF-STAGE BONUS: " ~ DigitToCommaArray(scoreBonus));
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AddScore(scoreBonus);
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_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2, 30, 0xFFA300, "FINAL SCORE:");
wait(90);
int score = trunc(GetScore()/10) * 10;
int scoreMilNum = score/1000000;
_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+60, 60, 0xFFA300, DigitToCommaArray(score));
string RANK_TITLE = "C";
if(scoreMilNum > 300) {RANK_TITLE = "[font oc=(255, 108, 0)]UNBEATABLE!!!"}
else if(scoreMilNum > 250){RANK_TITLE = "[font oc=(255, 203, 0)]RANK S!!"}
else if(scoreMilNum > 175){RANK_TITLE = "[font oc=(49, 223, 27)]RANK A!"}
else if(scoreMilNum > 100){RANK_TITLE = "[font oc=(27, 171, 223)]RANK B"}
else {RANK_TITLE = "[font oc=(167, 27, 223)]RANK C"}
_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+90, 40, 0xE4440A, RANK_TITLE);
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wait(60);
if(!IsReplay()){SetCommonData("Run Score", GetScore());}
else{SetCommonData("Run Score", 0);}
Obj_Delete(bossObj);
CloseScript(GetOwnScriptID());
}
task RankManagement(){
//SetCommonData("Rank", 9);
//SetCommonData("Rank", 10);
// Rank increase
let textRank = CreateTextObject(
STG_WIDTH-15, STG_HEIGHT/14, 24,
"RANK:", "GravityBold8",
0xFFFFFF, 0xFFFFFF,
0xAE22FF, 5,
71
);
ObjText_SetHorizontalAlignment(textRank, ALIGNMENT_RIGHT);
async{
while(true){
rank = trunc(GetCommonData("Rank", 1));
if(rank >= RANK_MAX){ObjText_SetText(textRank, "RANK LV [font sz=32 oc=(193, 0, 99)]MAX");}
else{ObjText_SetText(textRank, "RANK LV [font sz=45 oc=(193, 0, 99)]" ~ IntToString(rank));}
//SetCommonData("Rank", 9);
wait(45);
}
}
async{
while(true){
if(ObjMove_GetY(GetPlayerObjectID()) < GetStgFrameHeight()/6){
ObjRender_SetAlpha(textRank, 60);
}
else{
ObjRender_SetAlpha(textRank, 255);
}
yield;
}
}
async{
while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){
rankAvg ~= [rank];
wait(60);
}
}
// Per frame rank increase. +1 rank per 10 seconds (+0.1 rank per second, +1/600 rank per frame), rank 10 at 100 seconds if no specials, bombs or deaths happen
async{
while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){
SetCommonDataPtr(RANK_PTR, clamp(GetCommonDataPtr(RANK_PTR, 1)+1/600, RANK_MIN, RANK_MAX_TRUE));
yield;
}
}
// Rank on HUD
async{
let textRank = CreateTextObject(
1500, 660, 48,
"", "Origami Mommy",
0xFF9294, 0xFFFFFF,
0x8F0507, 8,
19
);
ObjText_SetHorizontalAlignment(textRank, ALIGNMENT_CENTER);
let textRankRange = CreateTextObject(
1820, 618, 24,
"", "Unispace",
0xA9FFD0, 0xFFFFFF,
0x8F0507, 2,
19
);
while(true){
ObjText_SetText(textRank, IntToString(rank));
ObjText_SetText(textRankRange, "LV." ~ IntToString(RANK_MIN) ~ "[r][font oy=4 tc=(255, 114, 189)]LV." ~ IntToString(RANK_MAX_TRUE) ~ "[r][font oy=8 tc=(255, 147, 138)]" ~ rtos("00.00", GetCommonData("Rank", 1)));
yield;
}
}
}
task testTask(){
wait(15);
while(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) > 20){
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Wave8();
Wave9();
Wave10();
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SetCommonData("Rank", clamp(GetCommonData("Rank", 1)+1, 1, RANK_MAX));
SetCommonData("Ground Loops Cleared", GetCommonData("Ground Loops Cleared", 0)+1);
SetCommonData("Flying Loops Cleared", GetCommonData("Flying Loops Cleared", 0)+1);
yield;
}
}
///////////// BOSS HANDLING /////////////
task bossFight(){
while(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMERF) > BOSS_LENGTH*60){
yield;
}
NotifyEventAll(EV_BOSS_MUSIC, 1);
bossIntro = true;
BossIntro();
BossPhase1(); // Rings
BossPhase2();
//BossPhase3();
// Umbrella waves
return;
}
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function _MidbossFight(){
while(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMERF) > MIDBOSS_LENGTH*60){
yield;
}
// Stacked rings (2 to 3)
// Every 2 ring waves, fire an aimed bullet ring (large fireballs)
int ringNum = FUNC_LERP_LINEAR(2, 4, rank/RANK_MAX);
int ringDense = FUNC_LERP_LINEAR(16, 21, rank/RANK_MAX);
int ringMaxSpd = FUNC_LERP_LINEAR(9, 11, rank/RANK_MAX);
int aimedRingStopTime = FUNC_LERP_LINEAR(45, 30, rank/RANK_MAX);
int aimedRingSpd = FUNC_LERP_LINEAR(11, 13, rank/RANK_MAX);
int ringDel = FUNC_LERP_LINEAR(70, 45, rank/RANK_MAX);
int waveNum = 0;
int timer = 20*60; // Boss auto-dies if not killed within 20 seconds.
int midbossObj =
_CreateEnemy(
STG_WIDTH+128, STG_HEIGHT/2, STG_WIDTH-128, STG_HEIGHT/2, 30,
1, 1,
MIDBOSS_HP, 64, 0,
texEnm,
192, 176*4, 96*4, 240*4);
_MagicCircle(midbossObj);
wait(60);
ObjEnemy_SetAutoDelete(midbossObj, false);
_FadeInvincibility(midbossObj, 90, 90, 0.5);
PhaseBonusCalculation(midbossObj, 0, "[font oc=(98, 0, 164) wg=800]Frozen Yogurt Toss");
async{
while(ObjEnemy_GetInfo(midbossObj, INFO_LIFE) > 0){
float baseAng = GetAngleToPlayer(midbossObj);
ascent(i in 0..ringNum){
float ang = baseAng + 24 * i;
Shoot2;
ascent(k in 0..ringDense){
int bullet = CreateShotA1(ObjMove_GetX(midbossObj), ObjMove_GetY(midbossObj), ringMaxSpd * (1-i/(ringNum*2)), ang + k * 360/ringDense, KEV_BALL_AQUA, 10);
_Delay(bullet, 10);
}
}
if (waveNum % 2 <= 0){
ascent(k in 0..ringDense*1.5){
int bullet = CreateShotA2(ObjMove_GetX(midbossObj), ObjMove_GetY(midbossObj), aimedRingSpd*2, k * 360/(ringDense*1.5), -aimedRingSpd*2/20, 0, 0, KEV_FIRELARGE_AQUA, 10);
ObjMove_AddPatternA4(bullet, ringDel, NO_CHANGE, 0, aimedRingSpd/30, aimedRingSpd, 0, NO_CHANGE, GetPlayerObjectID());
_Delay(bullet, 10);
}
}
waveNum++;
wait(ringDel-30);
ObjMove_SetDestAtFrame(midbossObj, STG_WIDTH*3/4 + rand(-64, 64), playerY, 30, LERP_DECELERATE);
wait(30);
}
DeleteShotAll(TYPE_ALL, TYPE_ITEM);
}
async{
while(timer > 0){
timer--;
yield;
}
ObjEnemy_SetLife(midbossObj, -1);
}
float x = 0, y = 0;
while(ObjEnemy_GetInfo(midbossObj, INFO_LIFE) > 0 && !Obj_IsDeleted(midbossObj)){
x = ObjMove_GetX(midbossObj);
y = ObjMove_GetY(midbossObj);
yield;
}
_MidbossExplosion(midbossObj, x, y);
return;
}
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function <void> BossIntro(){
bool bossCurrentlyIntro = true;
ObjMove_SetDestAtFrame(bossObj, STG_WIDTH * 3/4, STG_HEIGHT/2, 60, LERP_DECELERATE);
async{
int timer = ObjEnemyBossScene_GetInfo(objScene, INFO_TIMERF);
while(bossCurrentlyIntro){
ObjEnemyBossScene_SetSpellTimer(objScene, timer);
SetForbidPlayerShot(true);
SetForbidPlayerSpell(true);
ObjEnemy_SetDamageRate(bossObj, 0, 0);
yield;
}
SetForbidPlayerShot(false);
SetForbidPlayerSpell(false);
ObjEnemy_SetDamageRate(bossObj, 0, 0);
}
wait(60);
bossCurrentlyIntro = false;
}
function <void> BossPhase1(){
ObjMove_SetDestAtFrame(bossObj, STG_WIDTH * 3/4, STG_HEIGHT/2, 60, LERP_DECELERATE);
wait(10);
_FadeInvincibility(bossObj, 90, 90, 0.5);
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int dense = FUNC_LERP_LINEAR(18, 23, rank/RANK_MAX);
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int del1 = FUNC_LERP_LINEAR(5, 3, rank/RANK_MAX);
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int del2 = FUNC_LERP_LINEAR(60, 45, rank/RANK_MAX);
int ringNum = FUNC_LERP_LINEAR(6, 10, rank/RANK_MAX);
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int accelTime = FUNC_LERP_LINEAR(30, 25, rank/RANK_MAX);
float spd = FUNC_LERP_ACCEL(10, 13, rank/RANK_MAX);
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float range = FUNC_LERP_LINEAR(60, 100, rank/RANK_MAX);
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float angStart = rand(0, 360);
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PhaseBonusCalculation(bossObj, PHASE1_LIMIT, "[font oc=(98, 0, 164) wg=800]Withering Flower");
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async{
while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE1_LIMIT){
float baseAng = rand(0, 360);
ascent(i in 0..ringNum){
float ang = baseAng + 180/ringNum * i;
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float[] ringPos = [bossX + sin(ang) * range, bossY + cos(ang) * range];
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Shoot2;
ascent(k in 0..dense){
int bullet = CreateShotA2(ringPos[0], ringPos[1], spd, k * 360/dense, -spd/accelTime, 0, KEV_LEAF_AQUA, 10);
ObjMove_AddPatternA2(bullet, accelTime*1.25, NO_CHANGE, NO_CHANGE, spd/accelTime, spd, 0);
_Delay(bullet, 10);
}
wait(del1);
}
wait(del2-30);
ObjMove_SetDestAtFrame(bossObj, STG_WIDTH*3/4 + rand(-128, 192), playerY, 30, LERP_DECELERATE);
wait(30);
}
}
while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE1_LIMIT){
yield;
}
ObjEnemy_SetDamageRate(bossObj, 0, 0);
DeleteShotAll(TYPE_ALL, TYPE_ITEM);
wait(60);
return;
}
// Phase 2: Travelers Clad in White
function <void> BossPhase2(){
int fanDense = FUNC_LERP_LINEAR(3, 6, rank/RANK_MAX);
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int fanStack = FUNC_LERP_LINEAR(1, 3, rank/RANK_MAX);
int fanRange = FUNC_LERP_LINEAR(3, 5, rank/RANK_MAX);
int del = FUNC_LERP_LINEAR(50, 65, rank/RANK_MAX);
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float spd = FUNC_LERP_ACCEL(8, 11, rank/RANK_MAX);
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float moveSpd = FUNC_LERP_ACCEL(1.5, 3, rank/RANK_MAX);
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float ang = 180;
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ObjMove_SetDestAtFrame(bossObj, STG_WIDTH * 5/6, STG_HEIGHT/2, 45, LERP_DECELERATE);
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_FadeInvincibility(bossObj, 90, 90, 0.5);
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PhaseBonusCalculation(bossObj, PHASE2_LIMIT, "[font oc=(98, 0, 164) wg=800]Travelers Clad in White");
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async{
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wait(45);
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while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE2_LIMIT){
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ObjMove_SetY(bossObj, STG_HEIGHT/2 + STG_HEIGHT/3 * sin(ang));
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ang += moveSpd;
yield;
}
ObjEnemy_SetDamageRate(bossObj, 0, 0);
DeleteShotAll(TYPE_ALL, TYPE_ITEM);
_BossExplosion();
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CollectAllItems();
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}
async{
while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE2_LIMIT){
WaveGround2(playerX);
//wait(30);
}
}
async{
while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE2_LIMIT){
CreateFan
(bossObj, fanDense, KEV_BALL_AQUA, fanStack,
0, fanRange, spd, spd/1.1, 1,
0, 0,
PATTERN_FAN_AIMED, false
);
wait(del);
}
}
while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE2_LIMIT){
yield;
}
ObjEnemy_SetDamageRate(bossObj, 0, 0);
DeleteShotAll(TYPE_ALL, TYPE_ITEM);
wait(45);
return;
}
/*
function <void> BossPhase3(){
ObjMove_SetDestAtFrame(bossObj, STG_WIDTH/2, STG_HEIGHT/5, 60, LERP_DECELERATE);
PhaseBonusCalculation(PHASE3_LIMIT, "[font oc=(98, 0, 164) wg=800]Paving a Rainbow Sky");
_FadeInvincibility(bossObj, 90, 90, 0.25);
wait(30);
float numKilled = 0;
// BIRD
float bulletNum = FUNC_LERP_LINEAR(8, 12, rank/RANK_MAX);
float bulletSpd = FUNC_LERP_ACCEL(6.25, 7.25, rank/RANK_MAX);
float birdWvel = FUNC_LERP_ACCEL(1.2, 2, rank/RANK_MAX);
int bulletDel = FUNC_LERP_LINEAR(10, 5, rank/RANK_MAX);
int bulletWait = FUNC_LERP_LINEAR(45, 35, rank/RANK_MAX);
float birdSpd = FUNC_LERP_ACCEL(9, 11.2, rank/RANK_MAX);
float birdNum = FUNC_LERP_LINEAR(10, 15, rank/RANK_MAX);
int spawnDel = FUNC_LERP_ACCEL(80, 60, rank/RANK_MAX);
// Bullet lines
int linenum = FUNC_LERP_LINEAR(14, 17, rank/RANK_MAX);
int del = FUNC_LERP_ACCEL(4, 2, rank/RANK_MAX);
int del2 = FUNC_LERP_ACCEL(8, 5, rank/RANK_MAX);
float spd = FUNC_LERP_ACCEL(9, 11, rank/RANK_MAX);
float ang = rand(80, 100);
async{
while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE3_LIMIT){yield;}
ObjEnemy_SetDamageRate(bossObj, 0, 0);
DeleteShotAll(TYPE_ALL, TYPE_ITEM);
_BossExplosion();
}
task _SummonBirdEx(float startAng, float wvel, int num){
int umbrella = _SmallWitch(
41, bulletDel * bulletNum,
bossX, bossY
);
bool isFinishMove = false;
ObjMove_SetAngle(umbrella, startAng);
ObjRender_SetAngleZ(umbrella, startAng);
ObjMove_SetAngularVelocity(umbrella, wvel);
ObjMove_SetSpeed(umbrella, birdSpd);
ObjMove_AddPatternA2(umbrella, 60, NO_CHANGE, NO_CHANGE, NO_CHANGE, NO_CHANGE, wvel/10);
async{
while(!Obj_IsDeleted(umbrella)){
ObjRender_SetAngleZ(umbrella, ObjMove_GetAngle(umbrella));
yield;
}
numKilled++;
ObjEnemy_SetDamageRate(bossObj, numKilled * 2.5, numKilled * 2.5); // 33 enemies put dmg rate to 100
}
int num2 = 0;
ascent(i in 0..num){
float lerpNum1 = i;
float lerpNum2 = num;
ObjEnemy_SetDamageRate(umbrella, FUNC_LERP_LINEAR(10, 50, lerpNum1/lerpNum2), FUNC_LERP_LINEAR(10, 50, lerpNum1/lerpNum2));
int color = KEV_LEAF_RED + num2;
int bullet = CreateShotA1(ObjMove_GetX(umbrella), ObjMove_GetY(umbrella), 0, wvel < 0 ? ObjMove_GetAngle(umbrella) : ObjMove_GetAngle(umbrella), color, 5);
if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) <= 0 || Obj_IsDeleted(umbrella)){Obj_Delete(bullet);}
else{
_Delay(bullet, 5);
_BulletRescale(bullet, 0.75, true, 0.25);
BulletAction(bullet, lerpNum1, lerpNum2);
Shoot1;
}
wait(bulletDel);
num2++;
if (num2 > (KEV_BALL_PINK - KEV_BALL_RED)){num2 = 0;}
}
task BulletAction(ID, lerpNum1, lerpNum2){
while(!isFinishMove){yield;}
if(Obj_IsDeleted(ID)){return;}
else{
ObjMove_AddPatternA2(ID, 0, NO_CHANGE, NO_CHANGE, FUNC_LERP_LINEAR(bulletSpd/1.5, bulletSpd, lerpNum1/lerpNum2)/FUNC_LERP_LINEAR(bulletWait, bulletWait/1.5, lerpNum1/lerpNum2), FUNC_LERP_LINEAR(bulletSpd/1.5, bulletSpd, lerpNum1/lerpNum2), 0);
}
}
isFinishMove = true;
ObjEnemy_SetDamageRate(umbrella, 100, 100);
}
while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > PHASE3_LIMIT){
float randAng = rand(0, 360);
ascent(i in 0..birdNum){
_SummonBirdEx(i * 360/birdNum + randAng, birdWvel, bulletNum);
}
wait(spawnDel);
randAng = rand(0, 360);
ascent(i in 0..birdNum){
_SummonBirdEx(i * 360/birdNum + randAng, -birdWvel, bulletNum);
}
wait(spawnDel);
}
return;
}
*/
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task PhaseBonusCalculation(int enm, int HPthreshold, string spellName){
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int curRank = rank;
int scoreBase = 1000000 * curRank;
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int scoreBonus = GetAreaCommonData("PIV", "currentvalue", 1000)*250;
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int i = 0; // 20 seconds
function _CreateBonusText(float x, y, fontSize, int colorBorder, string text){
let objText = CreateTextObject(
x, y, fontSize,
text, "GravityBold8",
0xFFFFFF, 0xFFFFFF,
colorBorder, fontSize/10,
71
);
ObjText_SetHorizontalAlignment(objText, ALIGNMENT_RIGHT);
return objText;
}
let scoreText = _CreateBonusText(STG_WIDTH-12, STG_HEIGHT/9+36, 24, 0x000000, "");
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while(ObjEnemy_GetInfo(enm, INFO_LIFE) > HPthreshold){
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scoreBase = trunc(Interpolate_Smooth(1000000 * curRank, 100000 * curRank, i/1200)/10)*10;
i = min(1200, i+1);
scoreBonus = scoreBase * GetCommonDataPtr(POINTER_CHAIN, 1);
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ObjText_SetText(scoreText, spellName ~ "[r][font sz=16]BONUS: [font oc=(255, 136, 0)]" ~ DigitToCommaArray(trunc(scoreBonus/10)*10));
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yield;
}
AddScore(scoreBonus);
async{
ObjText_SetText(scoreText, "[font sz=32 oc=(164, 0, 90)]SCORE BONUS:[r][font sz=32 wg=800 oc=(255, 136, 0)]" ~ DigitToCommaArray(trunc(scoreBonus/10)*10));
ChargeBreakSFX;
wait(60);
Obj_Delete(scoreText);
}
}
///////////// ENEMY HANDLING (NOT BOSS) /////////////
/*
function <void> WaveGround1(){
float speedMove = baseMoveSpeed1L * (1 + MoveSpeedRankMultiplierH * rank);
int invin = FUNC_LERP_DECEL(WG1_invinTimeMax, WG1_invinTimeMin, rank/RANK_MAX);
_SignPlatform1(
34, invin,
STG_WIDTH/4, -128, speedMove
);
wait(invin);
while(length(enmGround) > 1){yield;}
_SignPlatform1(
34, invin,
3*STG_WIDTH/4, -128, speedMove
);
wait(invin);
while(length(enmGround) > 1){yield;}
return;
}
function <void> WaveGround1A(){
float speedMove = baseMoveSpeed1L * (1 + MoveSpeedRankMultiplierL * rank);
int invin = FUNC_LERP_DECEL(WG1A_invinTimeMax, WG1A_invinTimeMin, rank/RANK_MAX);
int num = FUNC_LERP_DECEL(WG1A_bulletNumMin, WG1A_bulletNumMax, rank/RANK_MAX);
float spd = FUNC_LERP_DECEL(WG1A_bulletSpdMin, WG1A_bulletSpdMax, rank/RANK_MAX);
float del = FUNC_LERP_DECEL(WG1A_bulletDelayMin, WG1A_bulletDelayMax, rank/RANK_MAX);
int[] signs1 = _SignPlatform1A(
34, invin,
2*STG_WIDTH/7-64, -128, speedMove
);
for each (int sign in ref signs1){
Atk(sign);
}
int[] signs2 = _SignPlatform1A(
34, invin,
5*STG_WIDTH/7+64, -128, speedMove
);
for each (int sign in ref signs2){
Atk(sign);
}
task Atk(int ID){
async{
while(!Obj_IsDeleted(ID) && ObjMove_GetY(ID) <= STG_HEIGHT - 128 && GetObjectDistance(ID, GetPlayerObjectID()) > popcornHitbox * 2){
CreateFan(
ID, num, KEV_BALL_PINK, 1,
GetAngleToPlayer(ID), 2.25, spd, spd/1.5, 0.75,
ObjMove_GetX(ID), ObjMove_GetY(ID),
PATTERN_FAN, false
);
wait(del);
}
}
}
wait(invin);
while(length(enmGround) > 1){yield;}
return;
}
function <void> WaveGround2(){
float speedMove = baseMoveSpeedVL * (1 + MoveSpeedRankMultiplierL * rank);
int invin = FUNC_LERP_DECEL(WG2_invinTimeMax, WG2_invinTimeMin, rank/RANK_MAX);
int del = FUNC_LERP_DECEL(WG2_bulletDelayMax, WG2_bulletDelayMin, rank/RANK_MAX);
int num = FUNC_LERP_DECEL(WG2_bulletNumMin, WG2_bulletNumMax, rank/RANK_MAX);
float spd = FUNC_LERP_DECEL(WG2_bulletSpdMin, WG2_bulletSpdMax, rank/RANK_MAX);
float space = FUNC_LERP_DECEL(WG2_angRangeMin, WG2_angRangeMax, rank/RANK_MAX);
float aimAng = 0;
task Atk(int ID){
async{
while(!Obj_IsDeleted(ID) && ObjMove_GetY(ID) <= STG_HEIGHT * 6/7 && GetObjectDistance(ID, GetPlayerObjectID()) > popcornHitbox * 3){
float posX = 128 * cos(GetAngleToPlayer(ID));
float posY = 128 * sin(GetAngleToPlayer(ID));
CreateFan(
ID, num, KEV_FIRE_RED, 1,
GetAngleToPlayer(ID), space, spd, spd/1.5, 1,
posX, posY,
PATTERN_FAN, false
);
wait(del);
}
}
while(!Obj_IsDeleted(ID)){
ObjRender_SetAngleZ(ID, atan2(playerY - ObjMove_GetY(ID), playerX - ObjMove_GetX(ID)));
aimAng = atan2(playerY - ObjMove_GetY(ID), playerX - ObjMove_GetX(ID));
yield;
}
}
int[] enmArr = _CreateCannonBush(
35, invin,
2*STG_WIDTH/7, -128, speedMove
);
for each(int enm in ref enmArr){
Atk(enm);
}
wait(invin);
while(length(enmGround) > 0){yield;}
int[] enmArr2 = _CreateCannonBush(
34, invin,
5*STG_WIDTH/7, -128, speedMove
);
for each(int enm in ref enmArr2){
Atk(enm);
}
wait(invin);
while(length(enmGround) > 0){yield;}
return;
}
// Rybb
function <void> WaveGround3(){
float speedMove = baseMoveSpeedVL * (1 + MoveSpeedRankMultiplierVL * rank);
int dense = FUNC_LERP_DECEL(WG3_spiralDenseMin, WG3_spiralDenseMax, rank/RANK_MAX);
int num = FUNC_LERP_DECEL(WG3_spiralNumMin, WG3_spiralNumMax, rank/RANK_MAX);
int del = FUNC_LERP_DECEL(WG3_spiralDelayMax, WG3_spiralDelayMin, rank/RANK_MAX);
float spd = FUNC_LERP_DECEL(WG3_spiralSpdMin, WG3_spiralSpdMax, rank/RANK_MAX);
int ship = _CreateRybb(
36, del*3,
playerX, -180, speedMove
);
async{
while(!Obj_IsDeleted(ship)){
if (ObjMove_GetY(ship) <= 0) {ObjEnemy_SetDamageRate(ship, 0, 0);}
else if (ObjMove_GetY(ship) <= FUNC_LERP_LINEAR(180, 60, rank/RANK_MAX)) {ObjEnemy_SetDamageRate(ship, 25, 0);}
else {ObjEnemy_SetDamageRate(ship, 100, 100);}
yield;
}
}
int i = 0;
float startAng = 0;
while(!Obj_IsDeleted(ship)){
int dir = i % 2 == 0 ? 1 : -1;
float startAng = i % 2 == 0 ? rand(-5, 0) : rand(0, 5);
ascent(i in 0..num){
ascent(k in 0..dense){
int bullet = CreateShotA1(ObjMove_GetX(ship), ObjMove_GetY(ship), FUNC_LERP_LINEAR(spd, spd, i/num), startAng + k * 360/dense + dir * i * 4, KEV_BALL_ORANGE, 5+i);
_BulletRescale(bullet, 0.6, true, 0.25);
_Delay(bullet, 5+i*2);
}
}
Shoot1;
wait(del);
i++;
}
}
function <void> WaveGround4(){
int del = FUNC_LERP_DECEL(WG4_bulletDelayMax, WG4_bulletDelayMin, rank/RANK_MAX);
int num = FUNC_LERP_DECEL(WG4_enmNumMin, WG4_enmNumMax, rank/RANK_MAX);
float enmspd = rand(baseMoveSpeedH * (1 + MoveSpeedRankMultiplierL*rank), baseMoveSpeedVH * (1 + MoveSpeedRankMultiplierL*rank));
float spd = FUNC_LERP_DECEL(WG4_bulletSpdMin, WG4_bulletSpdMax, rank/RANK_MAX);
int time = FUNC_LERP_DECEL(WG4_invinTimeMax, WG4_invinTimeMin, rank/RANK_MAX);
float bushspd = baseMoveSpeedVL * (1 + MoveSpeedRankMultiplierVL*rank);
float x = 0, y = 0;
int bussy = _CreateDangerBush(
34, time,
STG_WIDTH/2, -128, bushspd
);
async{
wait(time/2);
while(!Obj_IsDeleted(bussy)){
x = ObjMove_GetX(bussy);
y = ObjMove_GetY(bussy);
yield;
}
if(
(y > STG_HEIGHT+64)
)
{
return;
}
// Release bussy busses
loop(num){
int enm = _SmallFairy(
38, time/2,
x, y
);
int debris = _CreateBushRemnant(
35, time/2,
x, y
);
enmPattern(enm);
enmPattern2(debris);
}
task enmPattern(int ID){
float valueX = clamp([rand(-enmspd*1, -enmspd*0.25), rand(enmspd*0.25, enmspd*1)][rand_int(0, 1)], -12, 12);
float valueY = -enmspd * rand(1, 1.5);
ObjMove_AddPatternB2(ID, 0, valueX, valueY, -valueX/45, -valueY/45, valueX/20, -valueY/1.25);
while(!Obj_IsDeleted(ID) && ObjMove_GetY(ID) > 0 && ObjMove_GetY(ID) < STG_HEIGHT * 7/8){
if (ObjMove_GetSpeedY(ID) <= -valueY/24) {ObjEnemy_SetDamageRate(ID, 0, 0);}
else {ObjEnemy_SetDamageRate(ID, 100, 100);}
ObjMove_SetY(ID, clamp(ObjMove_GetY(ID), 0, STG_HEIGHT+99999999));
int bullet = CreateShotA1(ObjMove_GetX(ID), ObjMove_GetY(ID), spd, GetAngleToPlayer(ID), KEV_BALL_LAVENDER, 5);
_BulletRescale(bullet, 0.75, true, 0.25);
_Delay(bullet, 5);
Shoot1;
wait(del);
}
}
task enmPattern2(int ID){
float valueX = clamp([rand(-enmspd*1.25, -enmspd*0.75), rand(enmspd*1.25, enmspd*0.75)][rand_int(0, 1)], -12, 12);
float valueY = -enmspd * rand(1, 1.5);
ObjMove_AddPatternB2(ID, 0, valueX, valueY, -valueX/35, -valueY/35, valueX/12.5, -valueY);
//ObjRender_SetAlpha(ID, 160);
while(!Obj_IsDeleted(ID)){
if (ObjMove_GetSpeedY(ID) <= -valueY/24) {ObjEnemy_SetDamageRate(ID, 0, 0);}
else {ObjEnemy_SetDamageRate(ID, 100, 100);}
ObjMove_SetY(ID, clamp(ObjMove_GetY(ID), 0, STG_HEIGHT+99999999));
ObjRender_SetAngleZ(ID, ObjRender_GetAngleZ(ID)+3);
yield;
}
}
}
wait(time/2);
while(length(enmGround) > 0){yield;}
return;
}
function <void> WaveGround5(){
float speedMove = baseMoveSpeedVL * (1 + MoveSpeedRankMultiplierVL * rank) * 0.5;
int num = FUNC_LERP_DECEL(WG5_bulletNumMin, WG5_bulletNumMax, rank/RANK_MAX);
int del = FUNC_LERP_DECEL(WG5_bulletDelayMax, WG5_bulletDelayMin, rank/RANK_MAX);
float spd = FUNC_LERP_DECEL(WG5_bulletSpdMin, WG5_bulletSpdMax, rank/RANK_MAX);
float[] moveX = [[180, -1.5], [0, 1.5]][GetCommonData("Flying Loops Cleared", 0) % 2];
int ship = _CreateDecker(
37, del*3,
playerX, -180, speedMove
);
async{
if(GetCommonData("Rush", false) == true){WaveGround3();}
else{}
}
async{
while(!Obj_IsDeleted(ship)){
ObjMove_SetSpeedY(ship, speedMove);
ObjMove_SetX(ship, STG_WIDTH/2 + STG_WIDTH/2 * cos(moveX[0]));
if (ObjMove_GetY(ship) <= 0) {ObjEnemy_SetDamageRate(ship, 0, 0);}
else if (ObjMove_GetY(ship) <= FUNC_LERP_LINEAR(180, 60, rank/RANK_MAX)) {ObjEnemy_SetDamageRate(ship, 25, 0);}
else {ObjEnemy_SetDamageRate(ship, 100, 100);}
moveX[0] += moveX[1];
yield;
}
}
int i = 0;
float startAng = 0;
while(!Obj_IsDeleted(ship)){
int x = i % 2 == 0 ? 64 : -64;
ascent(i in 0..num){
int bullet = CreateShotA1(ObjMove_GetX(ship)+x, ObjMove_GetY(ship)+160, FUNC_LERP_LINEAR(spd, spd*1.5, i/num), 90, KEV_LEAF_ORANGE, 5);
_BulletRescale(bullet, 0.75, true, 0.25);
_Delay(bullet, 10);
ObjShot_SetDelayMotionEnable(bullet, true);
}
Shoot1;
wait(del);
i++;
}
}
function <void> WaveGround6(){
SetCommonData("Rush", true);
WaveGround5();
SetCommonData("Rush", false);
}
*/
function Wave1(){
int num = FUNC_LERP_ACCEL(W1_fairyNumMin, W1_fairyNumMax, rank/RANK_MAX);
int decel = FUNC_LERP_ACCEL(W1_decelTimeMax, W1_decelTimeMin, rank/RANK_MAX);
int del = FUNC_LERP_ACCEL(W1_bulletDelayMax, W1_bulletDelayMin, rank/RANK_MAX);
int spawndel = FUNC_LERP_ACCEL(W1_spawnDelayMax, W1_spawnDelayMin, rank/RANK_MAX);
float spd = FUNC_LERP_ACCEL(W1_bulletSpdMin, W1_bulletSpdMax, rank/RANK_MAX);
float movespd = baseMoveSpeedH * (1 + MoveSpeedRankMultiplierL*rank);
task CreateEnemyA(float startY){
int enm = _SmallFairy(
40, decel+del*2,
GetStgFrameWidth()+128, startY
);
ObjMove_AddPatternA2(enm, 0, movespd*2, 180, -movespd*2/decel, 0, 0);
ObjMove_AddPatternA2(enm, decel, NO_CHANGE, NO_CHANGE, movespd/decel, movespd, 0);
wait(decel);
while(!Obj_IsDeleted(enm) && ObjMove_GetX(enm) > STG_WIDTH * 1/8){
int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), spd, GetAngleToPlayer(enm), KEV_BALL_PURPLE, 5);
_Delay(bullet, 5);
Shoot1;
wait(del);
}
}
ascent(i in 1..6){
CreateEnemyA(i * STG_HEIGHT/6);
if(i != 6){wait(spawndel);}
else{}
}
while(length(enmFly) > 1){yield;}
ascent(i in 1..6){
CreateEnemyA((6-i) * STG_HEIGHT/6);
if(i != 6){wait(spawndel);}
else{}
}
while(length(enmFly) > 1){yield;}
return;
}
function Wave2(){
int num = FUNC_LERP_ACCEL(W2_fairyNumMin, W2_fairyNumMax, rank/RANK_MAX);
int bulletnum = FUNC_LERP_ACCEL(W2_bulletfanNumMin, W2_bulletfanNumMax, rank/RANK_MAX);
int del = FUNC_LERP_ACCEL(W2_bulletDelayMax, W2_bulletDelayMin, rank/RANK_MAX);
int spawndel = FUNC_LERP_ACCEL(W2_spawnDelayMax, W2_spawnDelayMin, rank/RANK_MAX);
float spd = FUNC_LERP_ACCEL(W2_bulletSpdMin, W2_bulletSpdMax, rank/RANK_MAX);
float movespd = baseMoveSpeedM * (1 + MoveSpeedRankMultiplierL*rank);
float range = FUNC_LERP_ACCEL(W2_rangeMin, W2_rangeMax, rank/RANK_MAX);
float[] spdrange = [-4, 4];
task CreateEnemyA(float startX, float startY, float angMove){
float ang = 180;
int enm = _Spirit(
40, del, startX, startY
);
async{
while(!Obj_IsDeleted(enm)){
//ObjMove_SetSpeed(enm, )
ObjMove_AddPatternB1(enm, 0, -movespd, sin(ang) * spdrange[1]);
ang += 3.5;
yield;
}
}
async{
wait(spawndel);
while(!Obj_IsDeleted(enm) & ObjMove_GetX(enm) > STG_WIDTH * 1/8){
int bullet = CreateFan
(
enm, bulletnum, KEV_FIRESMALL_AQUA, 1,
0, range, spd, spd/1.5, 1,
0, 0,
PATTERN_FAN_AIMED, false
);
//_Delay(bullet, 5);
Shoot1;
wait(del);
}
}
}
ascent(i in 0..num){
float y = playerY;
y = clamp(y, STG_HEIGHT * 1/5, STG_HEIGHT * 4/5);
CreateEnemyA(STG_WIDTH+128, y, 0);
if(i != num){wait(spawndel);}
else{}
}
while(length(enmFly) > 1){yield;}
ascent(i in 0..num){
float y = playerY;
y = clamp(y, STG_HEIGHT * 1/5, STG_HEIGHT * 4/5);
CreateEnemyA(STG_WIDTH+128, y, 0);
if(i != num){wait(spawndel);}
else{}
}
while(length(enmFly) > 1){yield;}
return;
}
function Wave3(){
int num = FUNC_LERP_ACCEL(W3_fairyNumMin, W3_fairyNumMax, rank/RANK_MAX);
int del = FUNC_LERP_ACCEL(W3_bulletDelayMax, W3_bulletDelayMin, rank/RANK_MAX);
int bulletnum = FUNC_LERP_ACCEL(W3_bulletfanNumMin, W3_bulletfanNumMax, rank/RANK_MAX);
int spawndel = FUNC_LERP_ACCEL(W3_spawnDelayMax, W3_spawnDelayMin, rank/RANK_MAX);
float spd = FUNC_LERP_ACCEL(W3_bulletSpdMin, W3_bulletSpdMax, rank/RANK_MAX);
float movespd = baseMoveSpeedH * (1 + MoveSpeedRankMultiplierL*rank);
float range = FUNC_LERP_ACCEL(W3_rangeMin, W3_rangeMax, rank/RANK_MAX);
float[] rangemove = [2.5, 4];
int counter = 1;
task CreateEnemyA(float startX, float startY, float spd){
float ang = rand(0, 180);
float spdMax = rand(rangemove[0], rangemove[1]);
int enm = _MushroomFairy(
40, del*3,
startX, startY
);
async{
while(!Obj_IsDeleted(enm)){
//ObjMove_SetSpeed(enm, )
ObjMove_AddPatternB1(enm, 0, sin(ang) * spdMax, spd);
ang += 3;
yield;
}
}
async{
while(!Obj_IsDeleted(enm)){
if(ObjMove_GetY(enm) > STG_HEIGHT+128 || ObjMove_GetY(enm) < -128){
Obj_Delete(enm);
break;
}
if(ObjMove_GetY(enm) < STG_HEIGHT && ObjMove_GetY(enm) > 0){
if (spd < 0){
int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), spd, GetAngleToPlayer(enm)+180, KEV_FIRELARGE_PURPLE, 10);
ObjRender_SetAngleZ(bullet, 180);
_Delay(bullet, 10);
}
else{
int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), spd, GetAngleToPlayer(enm), KEV_FIRELARGE_PURPLE, 10);
_Delay(bullet, 10);
}
//_Delay(bullet, 5);
Shoot1;
}
wait(del);
}
}
}
ascent(i in 0..num){
CreateEnemyA(rand(STG_WIDTH*6/8, STG_WIDTH*7/8), counter >= 1 ? -128 : STG_HEIGHT+128, movespd*counter);
counter *= -1;
if(i != num){wait(spawndel);}
else{}
}
while(length(enmFly) > 1){yield;}
return;
}
function Wave4(){
int num = FUNC_LERP_ACCEL(W4_fairyNumMin, W4_fairyNumMax, rank/RANK_MAX);
int del = FUNC_LERP_ACCEL(W4_bulletDelayMax, W4_bulletDelayMin, rank/RANK_MAX);
int bulletnum = FUNC_LERP_ACCEL(W4_bulletNumMin, W4_bulletNumMax, rank/RANK_MAX);
int spawndel = FUNC_LERP_ACCEL(W4_spawnDelayMax, W4_spawnDelayMin, rank/RANK_MAX);
float spd = FUNC_LERP_ACCEL(W4_bulletSpdMin, W4_bulletSpdMax, rank/RANK_MAX);
float movespd = baseMoveSpeedH * (1 + MoveSpeedRankMultiplierL*rank);
int stoptime = FUNC_LERP_LINEAR(W4_stopTimeMax, W4_stopTimeMin, rank/RANK_MAX);
int counter = 1;
task CreateEnemyA(float startX, float startY, float angle){
int enm = _MushroomFairyAlt(
40, del*3,
startX, startY
);
ObjMove_AddPatternA1(enm, 0, movespd, rand(angle-5, angle+5));
ObjMove_SetAngularVelocity(enm, rand(-0.1, 0.1));
async{
while(!Obj_IsDeleted(enm)){
if(ObjMove_GetY(enm) > STG_HEIGHT+128 || ObjMove_GetY(enm) < -128){
Obj_Delete(enm);
break;
}
yield;
}
}
async{
while(!Obj_IsDeleted(enm)){
if(ObjMove_GetY(enm) < STG_HEIGHT && ObjMove_GetY(enm) > 0){
ascent(i in 0..bulletnum){
int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), 0, 180, KEV_FIRESMALL_AQUA, 10);
//ObjRender_SetAngleZ(bullet, 180);
_Delay(bullet, 10);
ObjMove_AddPatternA2(bullet, stoptime, NO_CHANGE, NO_CHANGE, spd/stoptime, spd, 0);
Shoot1;
wait(del);
}
}
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wait(del*bulletnum);
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}
}
}
ascent(i in 0..num){
CreateEnemyA(rand(STG_WIDTH*6.5/8, STG_WIDTH*7/8), counter >= 1 ? -128 : STG_HEIGHT+128, counter >= 1 ? 90 : 270);
counter *= -1;
if(i != num){wait(spawndel);}
else{}
}
while(length(enmFly) > 1){yield;}
return;
}
function Wave5(){
int num = FUNC_LERP_LINEAR(W5_fairyNumMin, W5_fairyNumMax, rank/RANK_MAX);
int spawndel = FUNC_LERP_ACCEL(W4_spawnDelayMax, W4_spawnDelayMin, rank/RANK_MAX);
float spd = FUNC_LERP_ACCEL(W4_bulletSpdMin, W4_bulletSpdMax, rank/RANK_MAX);
float movetime = FUNC_LERP_LINEAR(W5_moveTimeMin, W5_moveTimeMax, rank/RANK_MAX);
float movespeed = FUNC_LERP_LINEAR(16, 18, rank/RANK_MAX);
task CreateEnemyA(float startX, float startY, float movespeed){
int enm = _SmallFairy(
40, 30,
startX, startY
);
ObjEnemy_SetDamageRate(enm, 0, 0);
ObjMove_AddPatternB2(enm, 0, 0, movespeed, 0, -movespeed/movetime, 0, -movespeed);
async{
while(!Obj_IsDeleted(enm)){
if(ObjMove_GetY(enm) > STG_HEIGHT+128 || ObjMove_GetY(enm) < -128){
Obj_Delete(enm);
break;
}
yield;
}
}
async{
wait(movetime);
ObjEnemy_SetDamageRate(enm, 100, 100);
if(!Obj_IsDeleted(enm)){
int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), spd, GetAngleToPlayer(enm), KEV_BALL_PURPLE, 5);
Shoot1;
_Delay(bullet, 5);
}
}
}
float x = rand(STG_WIDTH*4/7, STG_WIDTH*5.25/7);
ascent(k in 0..num){
CreateEnemyA(x + k * 84, -96, movespeed);
}
wait(spawndel);
x = rand(STG_WIDTH*4/7, STG_WIDTH*5/7);
ascent(k in 0..num){
CreateEnemyA(x + k * 84, STG_HEIGHT+96, -movespeed);
}
while(length(enmFly) > 1){yield;}
return;
}
function WaveGround1(){
int dense = FUNC_LERP_LINEAR(WG1_ringDenseMin, WG1_ringDenseMax, rank/RANK_MAX);
float spd = FUNC_LERP_LINEAR(WG1_bulletSpdMin, WG1_bulletSpdMax, rank/RANK_MAX);
int del = FUNC_LERP_ACCEL(WG1_bulletDelayMax, WG1_bulletDelayMin, rank/RANK_MAX);
float movespd = baseMoveSpeedM * (1 + MoveSpeedRankMultiplierL*rank);
task CreateEnemyA(float startX, float startY, float angle){
int enm = _MushroomFairyAlt(
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39, del*3,
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startX, startY
);
ObjMove_AddPatternA1(enm, 0, movespd, 180);
async{
while(!Obj_IsDeleted(enm)){
if(ObjMove_GetY(enm) > STG_HEIGHT+128 || ObjMove_GetY(enm) < -128 || ObjMove_GetX(enm) < -128 || ObjMove_GetX(enm) > STG_WIDTH+128){
Obj_Delete(enm);
break;
}
yield;
}
}
async{
while(!Obj_IsDeleted(enm)){
float ang = rand(0, 360);
if(ObjMove_GetY(enm) < STG_HEIGHT && ObjMove_GetY(enm) > 0){
ascent(i in 0..dense){
int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), spd, ang + i * 360/dense, KEV_FIRESMALL_AQUA, 10);
//ObjRender_SetAngleZ(bullet, 180);
_Delay(bullet, 10);
Shoot2;
}
}
wait(del);
}
}
}
if(rank <= 5){
CreateEnemyA(STG_WIDTH+128, STG_HEIGHT * 1/5, 180);
CreateEnemyA(STG_WIDTH+128, STG_HEIGHT * 4/5, 180);
}
else{
CreateEnemyA(STG_WIDTH+128, STG_HEIGHT * 1/5, 180);
CreateEnemyA(STG_WIDTH+128, STG_HEIGHT * 1/2, 180);
CreateEnemyA(STG_WIDTH+128, STG_HEIGHT * 4/5, 180);
}
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while(length(enmFly) > 1){yield;}
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}
function <void> WaveGround2(float pos){
float speedMove = baseMoveSpeed1L * (1 + MoveSpeedRankMultiplierL * rank);
int dense = FUNC_LERP_DECEL(WG2_spiralDenseMin, WG2_spiralDenseMax, rank/RANK_MAX);
int num = FUNC_LERP_DECEL(WG2_spiralNumMin, WG2_spiralNumMax, rank/RANK_MAX);
int del = FUNC_LERP_DECEL(WG2_spiralDelayMax, WG2_spiralDelayMin, rank/RANK_MAX);
float spd = FUNC_LERP_DECEL(WG2_spiralSpdMin, WG2_spiralSpdMax, rank/RANK_MAX);
float k = pos;
k = clamp(k, STG_HEIGHT * 1/5, STG_HEIGHT * 4/5);
int ship = _YukiOnna(
36, del*3,
STG_WIDTH+128, k
);
ObjMove_AddPatternA1(ship, 0, speedMove, 180);
async{
while(!Obj_IsDeleted(ship)){
if (ObjMove_GetX(ship) <= 0) {ObjEnemy_SetDamageRate(ship, 0, 0);}
else if (ObjMove_GetX(ship) <= FUNC_LERP_LINEAR(STG_WIDTH-240, STG_WIDTH-120, rank/RANK_MAX))
{ObjEnemy_SetDamageRate(ship, 40, 40);}
else {ObjEnemy_SetDamageRate(ship, 100, 100);}
yield;
}
}
int i = 0;
float startAng = 0;
while(!Obj_IsDeleted(ship)){
int dir = i % 2 == 0 ? 1 : -1;
float startAng = i % 2 == 0 ? rand(-5, 0) : rand(0, 5);
ascent(i in 0..num){
ascent(k in 0..dense){
int bullet = CreateShotA1(ObjMove_GetX(ship), ObjMove_GetY(ship), FUNC_LERP_LINEAR(spd, spd, i/num), startAng + k * 360/dense + dir * i * 4, KEV_BALL_LAVENDER, 5+i);
_Delay(bullet, 5+i*2);
}
}
Shoot2;
wait(del);
i++;
}
}
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function Wave8(){
int num = FUNC_LERP_ACCEL(W4_fairyNumMin, W4_fairyNumMax, rank/RANK_MAX);
int del = FUNC_LERP_ACCEL(W4_bulletDelayMax, W4_bulletDelayMin, rank/RANK_MAX);
int bulletnum = FUNC_LERP_ACCEL(W4_bulletNumMin, W4_bulletNumMax, rank/RANK_MAX) - 1;
int spawndel = FUNC_LERP_ACCEL(W4_spawnDelayMax, W4_spawnDelayMin, rank/RANK_MAX) * 1.1;
float spd = FUNC_LERP_ACCEL(W4_bulletSpdMin, W4_bulletSpdMax, rank/RANK_MAX);
float movespd = baseMoveSpeedH * (1 + MoveSpeedRankMultiplierL*rank);
int stoptime = FUNC_LERP_LINEAR(W4_stopTimeMax, W4_stopTimeMin, rank/RANK_MAX);
int counter = 1;
task CreateEnemyA(float startX, float startY, float angle){
int enm = _MushroomFairy(
40, del*3,
startX, startY
);
ObjMove_AddPatternA1(enm, 0, movespd, rand(angle-5, angle+5));
ObjMove_SetAngularVelocity(enm, [rand(-0.4, -0.25), rand(0.25, 0.4)][rand_int(0, 1)]);
async{
while(!Obj_IsDeleted(enm)){
if(ObjMove_GetY(enm) > STG_HEIGHT+128 || ObjMove_GetY(enm) < -128){
Obj_Delete(enm);
break;
}
yield;
}
}
async{
while(!Obj_IsDeleted(enm)){
if(ObjMove_GetY(enm) < STG_HEIGHT && ObjMove_GetY(enm) > 0){
ascent(i in 0..bulletnum){
int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), 0, 180, KEV_FIRELARGE_PURPLE, 10);
//ObjRender_SetAngleZ(bullet, 180);
_Delay(bullet, 10);
ObjMove_AddPatternA2(bullet, stoptime, NO_CHANGE, NO_CHANGE, spd/stoptime, spd, 0);
Shoot1;
wait(del);
}
}
wait(del*bulletnum);
}
}
}
ascent(i in 0..num){
CreateEnemyA(rand(STG_WIDTH*6.5/8, STG_WIDTH*7/8), counter >= 1 ? -128 : STG_HEIGHT+128, counter >= 1 ? 90 : 270);
counter *= -1;
if(i != num){wait(spawndel);}
else{}
}
while(length(enmFly) > 1){yield;}
return;
}
function Wave9(){
int num = FUNC_LERP_ACCEL(W9_fairyNumMin, W9_fairyNumMax, rank/RANK_MAX);
int del = FUNC_LERP_ACCEL(W9_bulletDelayMax, W9_bulletDelayMin, rank/RANK_MAX);
int spawndel = FUNC_LERP_ACCEL(W9_spawnDelayMax, W9_spawnDelayMin, rank/RANK_MAX);
float spd = FUNC_LERP_ACCEL(W9_bulletSpdMin, W9_bulletSpdMax, rank/RANK_MAX);
float movespd = baseMoveSpeedH * (1 + MoveSpeedRankMultiplierVL*rank);
float[] rangemove = [3, 6];
int counter = 1;
task CreateEnemyA(float startX, float startY, float spd){
float ang = rand(0, 180);
float spdMax = rand(rangemove[0], rangemove[1]);
int enm = _SmallFairy(
40, del*3,
startX, startY
);
async{
while(!Obj_IsDeleted(enm)){
//ObjMove_SetSpeed(enm, )
ObjMove_AddPatternB1(enm, 0, sin(ang) * spdMax, spd);
ang += 3;
yield;
}
}
async{
wait(spawndel);
while(!Obj_IsDeleted(enm)){
if(ObjMove_GetY(enm) > STG_HEIGHT+128 || ObjMove_GetY(enm) < -128){
Obj_Delete(enm);
break;
}
if(ObjMove_GetY(enm) < STG_HEIGHT && ObjMove_GetY(enm) > 0){
if (spd < 0){
ascent(i in 0..3){
int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), spd - i * spd/15, GetAngleToPlayer(enm)+180, KEV_BALL_PURPLE, 10);
ObjRender_SetAngleZ(bullet, 180);
_Delay(bullet, 10);
}
}
else{
ascent(i in 0..3){
int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), spd - i * spd/15, GetAngleToPlayer(enm), KEV_BALL_PURPLE, 10);
_Delay(bullet, 10);
}
}
//_Delay(bullet, 5);
Shoot1;
wait(del);
}
yield;
}
}
}
ascent(i in 0..num){
CreateEnemyA(rand(STG_WIDTH*6.5/8, STG_WIDTH*6.75/8), counter >= 1 ? -128 : STG_HEIGHT+128, movespd*counter);
counter *= -1;
if(i != num){wait(spawndel);}
else{}
}
while(length(enmFly) > 1){yield;}
return;
}
function Wave10(){
int num = FUNC_LERP_LINEAR(W10_fairyNumMin, W10_fairyNumMax, rank/RANK_MAX);
int spawndel = FUNC_LERP_ACCEL(W10_spawnDelayMax, W10_spawnDelayMin, rank/RANK_MAX);
int bulletnum = FUNC_LERP_ACCEL(W10_bulletLineNumMin, W10_bulletLineNumMax, rank/RANK_MAX);
float spd = FUNC_LERP_ACCEL(W10_bulletSpdMin, W10_bulletSpdMax, rank/RANK_MAX);
float movetime = FUNC_LERP_LINEAR(W10_moveTimeMin, W10_moveTimeMax, rank/RANK_MAX);
float movespeed = FUNC_LERP_LINEAR(12, 15, rank/RANK_MAX);
task CreateEnemyA(float startX, float startY, float movespeed){
int enm = _MushroomFairyAlt(
40, 30,
startX, startY
);
ObjEnemy_SetDamageRate(enm, 0, 0);
ObjMove_AddPatternB2(enm, 0, movespeed, 0, -movespeed/movetime, 0, -movespeed, 0);
async{
while(!Obj_IsDeleted(enm)){
if(ObjMove_GetY(enm) > STG_HEIGHT+128 || ObjMove_GetY(enm) < -128){
Obj_Delete(enm);
break;
}
yield;
}
}
async{
wait(movetime/2);
ObjEnemy_SetDamageRate(enm, 100, 100);
while(!Obj_IsDeleted(enm)){
ascent(i in 0..bulletnum){
int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), spd - i * (spd/(bulletnum*2)), GetAngleToPlayer(enm), KEV_LEAF_AQUA, 5);
Shoot1;
_Delay(bullet, 5);
}
wait(spawndel/2);
}
}
}
ascent(k in 0..num){
CreateEnemyA(STG_WIDTH + 96, 96 + k * 84, -movespeed);
}
wait(spawndel);
ascent(k in 0..num){
CreateEnemyA(STG_WIDTH + 96, STG_HEIGHT - 96 - k * 84, -movespeed);
}
while(length(enmFly) > 1){yield;}
return;
}
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/*
function Wave3(){
int linenum = FUNC_LERP_LINEAR(W3_bulletLineNumMin, W3_bulletLineNumMax, rank/RANK_MAX);
int dense = FUNC_LERP_LINEAR(W3_bulletDenseMin, W3_bulletDenseMax, rank/RANK_MAX);
int del = FUNC_LERP_ACCEL(W3_bulletDelayMax, W3_bulletDelayMin, rank/RANK_MAX);
int zakodel = FUNC_LERP_ACCEL(W3_zakospawnDelayMax, W3_zakospawnDelayMin, rank/RANK_MAX);
float spd = FUNC_LERP_ACCEL(W3_bulletSpdMin, W3_bulletSpdMax, rank/RANK_MAX);
float movespd = baseMoveSpeed1L * (1 + MoveSpeedRankMultiplierL*rank);
float zakomovespd = baseMoveSpeedVH * (1 + MoveSpeedRankMultiplierL*rank);
float angmovespd =FUNC_LERP_ACCEL(W3_angleMoveSpdMin, W3_angleMoveSpdMax, rank/RANK_MAX);
float startX = [0, STG_WIDTH][GetCommonData("Flying Loops Cleared", 0) % 2];
float[] moveX = [[180, -angmovespd], [0, angmovespd]][GetCommonData("Flying Loops Cleared", 0) % 2];
float angStart = rand(0, 360);
int i = 0;
int enmLarge = _LargeDancer(
40, 90,
startX, -144
);
async{
while(!Obj_IsDeleted(enmLarge)){
ObjMove_SetSpeedY(enmLarge, movespd);
ObjMove_SetX(enmLarge, STG_WIDTH/2 + STG_WIDTH/2 * cos(moveX[0]));
if (ObjMove_GetY(enmLarge) <= FUNC_LERP_LINEAR(144, 48, rank/RANK_MAX)) {ObjEnemy_SetDamageRate(enmLarge, 0, 0);}
else {ObjEnemy_SetDamageRate(enmLarge, 100, 100);}
moveX[0] += moveX[1];
yield;
}
}
while(!Obj_IsDeleted(enmLarge)){
int shot = CreateFan(enmLarge, 1, KEV_LEAF_LAVENDER, linenum,
angStart+i*1*360/dense, 0, spd/1.25, spd,
0.75,
0, 0,
PATTERN_FAN, false
);
int shot2 = CreateFan(enmLarge, 1, KEV_LEAF_LAVENDER, linenum,
angStart+(180+angStart)+i*(-1)*360/dense, 0, spd/1.25, spd,
0.75,
0, 0,
PATTERN_FAN, false
);
Shoot2;
i++;
wait(del);
}
// FUCK YOU HERE'S SOME ZAKO
task CreateEnemyA(float startX){
int enm = _SmallFairy(
39, zakomovespd*2,
startX, -64
);
ObjMove_AddPatternA1(enm, 0, zakomovespd*1.5, atan2(playerY - (-64), playerX - startX));
async{
while(!Obj_IsDeleted(enm)){
if (ObjMove_GetY(enm) <= 64) {ObjEnemy_SetDamageRate(enm, 0, 0);}
else {ObjEnemy_SetDamageRate(enm, 400, 400);}
yield;
}
}
while(!Obj_IsDeleted(enm) && ObjMove_GetY(enm) < STG_HEIGHT * 6/7){
int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), spd*1.2, GetAngleToPlayer(enm), KEV_BALL_LAVENDER, 5);
_BulletRescale(bullet, 0.75, true, 0.25);
_Delay(bullet, 5);
Shoot1;
wait(del*10);
}
}
ascent(i in 1..7){
CreateEnemyA(i * STG_WIDTH/7);
if(i != 7){wait(zakodel);}
else{}
}
ascent(i in 1..7){
CreateEnemyA((7-i) * STG_WIDTH/7);
if(i != 7){wait(zakodel);}
else{}
}
while(length(enmFly) > 1){yield;}
return;
}
function Wave4(){
int del = FUNC_LERP_ACCEL(W4_bulletDelayMax, W4_bulletDelayMin, rank/RANK_MAX);
float spd = FUNC_LERP_ACCEL(W4_bulletSpdMin, W4_bulletSpdMax, rank/RANK_MAX);
int spawndel = FUNC_LERP_ACCEL(W4_spawnDelayMax, W4_spawnDelayMin, rank/RANK_MAX);
int invin = FUNC_LERP_ACCEL(W4_invinTimeMax, W4_invinTimeMin, rank/RANK_MAX);
float movespd = baseMoveSpeedH * (1 + MoveSpeedRankMultiplierVL*rank);
task CreateEnemyA(float startX){
int enm = _Oni(
41, invin,
startX, -128
);
ObjMove_AddPatternA1(enm, 0, movespd, 90);
while(!Obj_IsDeleted(enm) && ObjMove_GetY(enm) < STG_HEIGHT * 4/5){
if (ObjMove_GetY(enm) <= 128) {ObjEnemy_SetDamageRate(enm, 0, 0);}
else {ObjEnemy_SetDamageRate(enm, 100, 100);}
int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), spd, GetAngleToPlayer(enm), KEV_FIRE_PINK, 5);
_BulletRescale(bullet, 1, true, 1);
_Delay(bullet, 5);
Shoot2;
wait(del);
}
}
ascent(i in 1..6){
CreateEnemyA(1.5*STG_WIDTH/8 + 96);
CreateEnemyA(1.5*STG_WIDTH/8 - 96);
if(i != 6){wait(spawndel);}
else{}
}
while(length(enmFly) > 1){yield;}
ascent(i in 1..6){
CreateEnemyA(6.5*STG_WIDTH/8 - 96);
CreateEnemyA(6.5*STG_WIDTH/8 + 96);
if(i != 6){wait(spawndel);}
else{}
}
while(length(enmFly) > 1){yield;}
return;
}
function Wave5(){
float acceltime = FUNC_LERP_ACCEL(W5_accelTimeMax, W5_accelTimeMin, rank/RANK_MAX);
float bulletwait = FUNC_LERP_ACCEL(W5_bulletWaitTimeMax, W5_bulletWaitTimeMin, rank/RANK_MAX);
float spd = FUNC_LERP_ACCEL(W5_bulletSpdMin, W5_bulletSpdMax, rank/RANK_MAX);
float angrange = FUNC_LERP_ACCEL(W5_angRangeMin, W5_angRangeMax, rank/RANK_MAX);
float del = FUNC_LERP_ACCEL(W5_bulletDelayMax, W5_bulletDelayMin, rank/RANK_MAX);
float spawndel = FUNC_LERP_ACCEL(W4_spawnDelayMax, W4_spawnDelayMin, rank/RANK_MAX);
float movespd = min(baseMoveSpeedVH * (1 + MoveSpeedRankMultiplierH * rank) * 1.2, 18);
task CreateEnemyA(float startX){
float angMove = atan2(playerY - (-96), playerX - startX);
int enm = _SmallWitch(
40, del*20,
startX, -96
);
ObjMove_AddPatternA1(enm, 0, movespd, angMove);
ObjRender_SetAngleZ(enm, angMove);
while(!Obj_IsDeleted(enm) && ObjMove_GetY(enm) < STG_HEIGHT * 1/2){
if (ObjMove_GetY(enm) <= 128) {ObjEnemy_SetDamageRate(enm, 0, 0);}
else {ObjEnemy_SetDamageRate(enm, 100, 100);}
int bullet = CreateShotA1(ObjMove_GetX(enm), ObjMove_GetY(enm), 0, angMove+rand(-angrange, angrange), KEV_LEAF_PINK, 5);
_BulletRescale(bullet, 0.75, true, 1);
_Delay(bullet, 5);
ObjMove_AddPatternA2(bullet, bulletwait, NO_CHANGE, NO_CHANGE, spd/acceltime, spd, 0);
wait(del);
}
}
ChargeSFX;
ascent(i in 1..7){
CreateEnemyA(i * STG_WIDTH/7);
if(i != 7){wait(spawndel);}
else{}
}
while(length(enmFly) > 1){yield;}
ChargeSFX;
ascent(i in 1..7){
CreateEnemyA((7-i) * STG_WIDTH/7);
if(i != 7){wait(spawndel);}
else{}
}
while(length(enmFly) > 1){yield;}
return;
}
function Wave6(){
int dense = FUNC_LERP_LINEAR(W6_spiralDenseMin, W6_spiralDenseMax, rank/RANK_MAX);
int del = FUNC_LERP_ACCEL(W6_bulletDelayMax, W6_bulletDelayMin, rank/RANK_MAX);
int zakodel = FUNC_LERP_ACCEL(W6_zakospawnDelayMax, W6_zakospawnDelayMin, rank/RANK_MAX);
int waittime = FUNC_LERP_ACCEL(W6_bulletWaitTimeMax, W6_bulletWaitTimeMin, rank/RANK_MAX);
float spd = FUNC_LERP_ACCEL(W6_bulletSpdMin, W6_bulletSpdMax, rank/RANK_MAX);
float angoff = FUNC_LERP_ACCEL(W6_spiralAngOffsetMax, W6_spiralAngOffsetMin, rank/RANK_MAX);
float movespd = baseMoveSpeedM * (1 + MoveSpeedRankMultiplierL*rank);
float zakomovespd = baseMoveSpeedVH * (1 + MoveSpeedRankMultiplierL*rank);
float space = FUNC_LERP_ACCEL(W6_angRangeMin, W6_angRangeMax, rank/RANK_MAX);
int bulletnum = FUNC_LERP_LINEAR(W6_bulletNumMin, W6_bulletNumMax, rank/RANK_MAX);
float angStart = rand(0, 360);
int i = 0;
int enmLarge = _LargeWitch(
40, 90,
playerX, -144
);
async{
ObjMove_AddPatternA1(enmLarge, 0, movespd, 90);
while(!Obj_IsDeleted(enmLarge)){
if (ObjMove_GetY(enmLarge) <= FUNC_LERP_LINEAR(144, 48, rank/RANK_MAX)) {ObjEnemy_SetDamageRate(enmLarge, 15, 15);}
else {ObjEnemy_SetDamageRate(enmLarge, 100, 100);}
yield;
}
}
while(!Obj_IsDeleted(enmLarge) && ObjMove_GetY(enmLarge) <= STG_HEIGHT * 7/8){
ascent(i in 0..dense){
int bullet = CreateShotA1(ObjMove_GetX(enmLarge) + 64 * cos(angStart + i * 360/dense), ObjMove_GetY(enmLarge) + 64 * sin(angStart + i * 360/dense), 0, angStart + i * 360/dense, KEV_LEAF_PINK, 5);
_BulletRescale(bullet, 0.75, true, 0.25);
_Delay(bullet, 5);
ObjMove_AddPatternA2(bullet, waittime, NO_CHANGE, NO_CHANGE, spd/waittime, spd, 0);
}
angStart += angoff;
Shoot2;
wait(del);
}
task CreateEnemyA(float startX){
float time = waittime/2;
int enm = _Oni(
39, waittime*1.5,
startX, -64
);
ObjEnemy_SetDamageRate(enm, 0, 0);
ObjMove_SetDestAtFrame(enm, startX, STG_HEIGHT * 1/8, time, LERP_DECELERATE);
wait(time-1);
ObjMove_AddPatternA2(enm, time, NO_CHANGE, 90, zakomovespd/waittime, zakomovespd, 0);
async{
while(!Obj_IsDeleted(enm)){
if (ObjMove_GetY(enm) <= 0) {ObjEnemy_SetDamageRate(enm, 0, 0);}
else {ObjEnemy_SetDamageRate(enm, 200, 200);}
yield;
}
}
while(!Obj_IsDeleted(enm) && ObjMove_GetY(enm) < STG_HEIGHT * 6/7){
CreateFan(
enm, bulletnum, KEV_FIRE_PINK, 1,
GetAngleToPlayer(enm), space, spd*1.25, spd*1.25/1.5, 1,
0, 0,
PATTERN_FAN, false
);
wait(del*999);
}
}
ascent(i in 1..8){
CreateEnemyA(i * STG_WIDTH/8);
}
wait(waittime/2);
while(length(enmFly) > 1){yield;}
return;
}
*/
task _EndShake(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;
}
task _ObjShake(objID, shaketime, intensity){
float baseX = ObjMove_GetX(objID);
float baseY = ObjMove_GetY(objID);
float baseintensity = intensity;
float shakeno = shaketime;
ascent(i in 0..shakeno){
ObjMove_SetPosition(objID, baseX + rand(-intensity, intensity), baseY + rand(-intensity, intensity)/2);
intensity = Interpolate_Decelerate(0, baseintensity, 1-i/shakeno);
shaketime--;
yield;
}
while(shaketime > 0){yield;}
ObjMove_SetPosition(objID, baseX, baseY);
yield;
}
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task _MagicCircle(int enmID){
int circle = _Create2DImage(texEnm, [96*4, 112*4, 176*4, 192*4]);
Obj_SetRenderPriorityI(circle, 39);
ObjRender_SetScaleXYZ(circle, 2);
while(ObjEnemy_GetInfo(enmID, INFO_LIFE) > 0){
ObjRender_SetPosition(circle, ObjRender_GetX(enmID), ObjRender_GetY(enmID), 1);
ObjRender_SetAngleZ(circle, ObjRender_GetAngleZ(circle)+3);
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yield;
}
Obj_Delete(circle);
}
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