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Kevinmonitor 2023-01-26 18:34:56 +07:00
commit d3ada59252
391 changed files with 25819 additions and 0 deletions

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task _LaserSpriteRender(
img, int target, float targetAng,
int rectLeft, int rectTop, int rectRight, int rectBottom,
float scaleX, float scaleY, int renderPriority, float alpha,
float scaleSpeed
){
let lasersprite = ObjPrim_Create(OBJ_SPRITE_2D);
ObjPrim_SetTexture(lasersprite, img);
ObjSprite2D_SetSourceRect(lasersprite, rectLeft, rectTop, rectRight, rectBottom);
ObjRender_SetScaleXYZ(lasersprite, 0, scaleY, 1);
ObjSprite2D_SetDestRect(lasersprite, -(rectRight-rectLeft)/2, 0, (rectRight-rectLeft)/2, rectTop-rectBottom);
Obj_SetRenderPriorityI(lasersprite, renderPriority);
ObjRender_SetAlpha(lasersprite, 0);
ObjRender_SetBlendType(lasersprite, BLEND_ADD_ARGB);
async{
loop{
int[] EnemyList = ObjCol_GetListOfIntersectedEnemyID(target);
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE && !ripplayer && IsPermitPlayerShot){
// Assumes the intersecting color is right next to the right of the original color
if (length(EnemyList) > 0) {ObjSprite2D_SetSourceRect(lasersprite, rectRight, rectTop, rectRight+(rectRight-rectLeft), rectBottom);}
else{ObjSprite2D_SetSourceRect(lasersprite, rectLeft, rectTop, rectRight, rectBottom);}
float targetx = ObjRender_GetX(target);
float targety = ObjRender_GetY(target);
ObjRender_SetScaleX(lasersprite, min(scaleX+rand(-0.025, 0.025), ObjRender_GetScaleX(lasersprite) + scaleSpeed));
ObjRender_SetAlpha(lasersprite, min(alpha, ObjRender_GetAlpha(lasersprite)+alpha/5));
ObjRender_SetAngleZ(lasersprite, targetAng);
ObjRender_SetPosition(lasersprite, targetx, targety, 1);
yield;
}
else{
ObjRender_SetScaleX(lasersprite, max(0, ObjRender_GetScaleX(lasersprite) - scaleSpeed));
ObjRender_SetAlpha(lasersprite, max(0, ObjRender_GetAlpha(lasersprite)-alpha/5));
yield;
}
yield;
}
}
}
function _RenderLaser(target, float ang, float maxintersectX, float maxLength, float width, float speedLength, float dmg){ /* */
float angRender = asin(maxintersectX/absolute(maxLength));
//int laser = CreatePlayerShotA1(ObjRender_GetX(target), ObjRender_GetY(target), 0, ang, dmg, 9999999, 0);
int laser = CreateStraightLaserA1(ObjRender_GetX(target), ObjRender_GetY(target), ang-90, maxLength, width, 9999999, 0, 1);
ObjLaser_SetInvalidLength(laser, 0, 0);
ObjShot_SetDamage(laser, dmg);
ObjShot_SetAutoDelete(laser, false);
Obj_SetRenderPriorityI(laser, 38);
_Follow(laser, target);
_LaserSpriteRender(
teamimg, laser, ang,
3072, 0, 3072+256, 256,
0.45, 20, 38, 240,
0.14
);
// When shot key is being held, create a line intersection that stretches across the laser.
/*
Calculations:
startx: x of target
starty: y of target
endx: x of laser
endy: maxLength
width = width of laser
*/
async{
loop{
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE && !ripplayer && IsPermitPlayerShot){
if(shotspeed % 5 == 0){ObjSound_Play(Fire);}
ObjShot_SetIntersectionEnable(laser, true);
//ObjShot_SetIntersectionLine(laser, ObjRender_GetX(target), ObjRender_GetY(target), ObjRender_GetX(target)+maxintersectX, -maxLength, width);
//WriteLog(ObjMove_GetX(laserfwd));
yield;
}
else{ObjShot_SetIntersectionEnable(laser, false); yield;}
}
}
// After shot key is released, let the laser leave and then delete it.
return laser;
}
task _Follow(follower, followed){
while(!Obj_IsDeleted(follower)){
float x = ObjRender_GetX(followed);
float y = ObjRender_GetY(followed);
ObjMove_SetPosition(follower, x, y);
yield;
}
}
// Special functions for Tenshi's CAVE laser shottype.
// Original code by Razzy/Razzly, edited and tweaked by Kevinmonitor
// DEBUG
float LaserAlpha = 0; // Not used
task _CAVELaser(){
InitPLaserGfx(); // Probably effects that occur when the laser reaches an enemy? (KEV)
let lasers0 = [ID_INVALID,ID_INVALID,ID_INVALID,ID_INVALID,ID_INVALID,ID_INVALID,ID_INVALID,ID_INVALID,ID_INVALID];
// this delays when the laser fires
// laser fires when laserMode==0
// laserMode increments by 1 per frame
// so laser fires after 15 frames
// KEV: To fire the laser immediately, just set laserMode/laserLimit to 0.
let laserLimit = 0;
let laserMode=-laserLimit;
loop{
if(
GetPlayerState!=STATE_HIT
&& GetPlayerState!=STATE_DOWN
&& GetPlayerState!=STATE_END
&& (GetVirtualKeyState(VK_SHOT)==KEY_PUSH || GetVirtualKeyState(VK_SHOT)==KEY_HOLD)
){
if(IsPlayerSpellActive()){
laserMode=min(0,laserMode+1);
}
else{
// reset laser delay when slowmove is let go
laserMode=-laserLimit;
}
laserMode=min(0,laserMode+1);
if(laserMode>=0){
let odd = 1;
//NonPenetrationLaser(obj, xoff, yoff, ang, spd, maxLen, dmg, IsStrongLaser, width, vwidth)
// KEV: Ascent loop determines the number of lasers that will be spawned.
ascent(i in 0..1){
let las = lasers0[i];
if(Obj_IsValueExists(las,"DEL") || Obj_IsDeleted(las)){
let magnitude = 1;
lasers0[i]=NonPenetrationLaser(objPlayer, 0, -36, 270, 40, GetStgFrameHeight()*1.5, 7, 1.25, 1);
}
odd=-odd;
}
//PlaySnd(SND_p_shot, 93);
}
else{
// reset laser delay when fire is let go
// KEV: Unnecessary if the laser fires immediately
RemovePLaserGfx();
LaserAlpha = 0;
laserMode=-laserLimit;
}
}
yield;
}
}
// of an array of 2d coords, return the one closest to (sx,sy). Also returns the distance from (sx,sy) as the third value.
function GetClosestCoord(coords, sx,sy){
let closest=[];
let last_dist=99999;
let arrayLen=length(coords);
if(arrayLen==1){
let cur_dist;
if(length(coords[0])==3){ cur_dist=coords[0][2]; }
else{ cur_dist=((coords[0][0]-sx)^2+(coords[0][1]-sy)^2)^0.5; }
closest=[coords[0][0],coords[0][1], cur_dist];
}
else{
ascent(i in 0..arrayLen){
let cur_dist;
if(length(coords[i])==3){ cur_dist=(coords[i][2]); }
else{ cur_dist=((coords[i][0]-sx)^2+(coords[i][1]-sy)^2)^0.5; }
if(cur_dist < last_dist){
last_dist=cur_dist;
closest=[coords[i][0], coords[i][1], cur_dist];
}
}
}
return closest;
}
// non-penetrating laser object
function NonPenetrationLaser(obj, xoff, yoff, ang, spd, maxLen, dmg, width, vwidth){
//KEV: Parameter explanations:
//obj: Where the laser is fired from
//xoff/yoff: x and y offsets relative to the object
//ang, spd: Self-explanatory
//maxLen: max length of the laser, DON'T SET THIS TOO HIGH! GetStgFrameHeight() + a generous number should be enough
//dmg: Self-explanatory
//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
//width, vwidth: intersection & render width of laser
// KEV: Defines the laser object.
int a = 0;
let damager = ObjShot_Create(OBJ_STRAIGHT_LASER);
ObjShot_SetGraphic(damager, 0);
Obj_SetVisible(damager, true);
ObjShot_Regist(damager);
ObjShot_SetDamage(damager, dmg);
ObjShot_SetPenetration(damager, 9999);
ObjShot_SetEraseShot(damager, true);
ObjLaser_SetLength(damager, 0);
ObjLaser_SetIntersectionWidth(damager, 256*width);
ObjLaser_SetRenderWidth(damager, 256*vwidth);
ObjStLaser_SetAngle(damager, ang); ObjShot_SetAutoDelete(damager, false);
ObjShot_SetIntersectionEnable(damager, true);
TNonPenetrationLaser();
return damager;
task TNonPenetrationLaser(){
let scroll=rand(0,64);
let len=0; // the length of the laser (increased until maxLen)
let cosine=cos(ang); // grab this value for placement of the tip. **this assumes the laser never changes angle**
let sine=sin(ang); // grab this value for placement of the tip. **this assumes the laser never changes angle**
// **for lasers that change angle, cosine and sine will need to be updated**
// Laser is now firing
while(
IsPlayerSpellActive()
&& !Obj_IsDeleted(damager) // KEV: The four following states can be reduced to !ripplayer in my player scripts
&& !ripplayer
&& (GetVirtualKeyState(VK_SHOT) != KEY_FREE)
){
a++;
if(a % 5 == 0){ObjSound_Play(Fire);}
CheckLaserIntersection;
// Set the laser's position and length
ObjMove_SetPosition(damager, ObjMove_GetX(obj)+xoff,ObjMove_GetY(obj)+yoff);
len = min(maxLen, len+spd);
ObjLaser_SetLength(damager, len);
//ObjShot_SetIntersectionLine(damager, ObjMove_GetX(obj), ObjMove_GetY(obj)+yoff, ObjMove_GetX(obj), -len, 128*width);
MakeLaserGfxFrame;
yield;
}
// This laser isn't deleted just yet. I let it fly away first.
// This value lets other tasks check when this happens.
Obj_SetValue(damager, "DEL", true);
// Laser is now leaving
ObjMove_SetAngle(damager, ObjStLaser_GetAngle(damager));
ObjMove_SetSpeed(damager, spd);
while(!Obj_IsDeleted(damager) && len > 128){
MakeLaserGfxFrame;
len=max(0,len-spd);
ObjLaser_SetLength(damager, len);
CheckLaserIntersection;
yield;
}
Obj_Delete(damager);
function MakeLaserGfxFrame(){
//let hyper=0;
// Values related to graphic lengths
let gLen = max(0, len-32-24);
let gLen2 = max(0, len-32);
// add sprites to the per-frame sprite list
// KEV: Function reference: PLaserGfxFrameLaser(gfxObj, u, v, u2, v2, ry, x, y, ang, sx, sy, rd, gn, bl, al)
//KEV: Function description:
//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.
//PLaserGfxFrame is similar but is used for the base and tip of the laser. The ry (and by extension rx) parameters are removed.
//(rd, gn, bl values have been removed)
// ObjStLaser_SetEndGraphic (ph3sx) may come in handy for the base/tips.
// After reaching the bottom rect, value loops back to the top.
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);
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
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
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
ObjRender_SetAngleZ(lasGfxObj[2], ObjRender_GetAngleZ(lasGfxObj[2])+10);
//WriteLog([ObjMove_GetX(damager), ObjMove_GetY(damager)]);
scroll += 0.05; // Scrolls the laser's graphic.
if (scroll >= 1) {scroll = 0.1;}
}
function CheckLaserIntersection(){
// ------------------ Check for enemy collisions ------------------
let enemies=ObjCol_GetListOfIntersectedEnemyID(damager); // Get enemy array
let closest=[];
let arrayLen=length(enemies);
// Check all enemies hit (if any)
if(arrayLen>0){
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
// 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);
}

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#TouhouDanmakufu[Player]
#ScriptVersion[3]
#ID["Flandre"]
#Title["Flandre"]
#Text["E"]
//#Image["./mariremi_lib/mariremi_illust.png"]
#ReplayName["Flandre"]
#include "script/KevinSystem/kevin_system/Lib_Const.dnh"
#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)*0.3);
float shotScale = 0.6+(GetCommonData("Rank", 1)*0.125);
float shotSpeed = 50+(GetCommonData("Rank", 1)*1.5);
let csd = GetCurrentScriptDirectory();
// Global Variables
float maxX = GetStgFrameWidth();
float maxY = GetStgFrameHeight();
// Images & Sound
let teamimg = csd ~ "./playerlib/Flan_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;
bool isChain = 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);
SetAreaCommonData("PIV", "ChainAmount", 1);
}
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);
_ShowChain();
_HitboxRender(ripplayer, objPlayer, teamimg, teamimg, 1280, 512, 1408, 640, 1536, 896, 2048, 1408, 0.3, 0.65);
SetShotAutoDeleteClip(256, 256, 256, 256);
// Shot functions
//SetPlayerSpell(99);
_Countdown();
_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){
if(GetCommonDataPtr(EFFECTCUT_PTR, 0) >= 3){}
else{
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(PlayerHit);
_DeathbombWarning(teamimg, [1536, 384, 1536+512, 384+512], 15, 0.75);
}
case(EV_CHAIN_MAX){
if(!isChain){
ObjSound_Play(Shine);
isChain = true;
}
else{}
}
case(EV_CHAIN_RELEASE){
}
case(EV_CHAIN_END){
SetAreaCommonData("PIV", "ChainAmount", 1);
isChain = false;
}
case(EV_PLAYER_SHOOTDOWN){
ObjSound_Play(PlayerDie2);
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);
//_Countdown();
_SigilCall(false, teamimg, 768+256, 512, 768+512, 768, objPlayer, 150);
}
case(EV_GRAZE){
grazecounter += GetEventArgument(0);
ObjSound_Play(Graze);
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 _SwingBehaviour(target){
float ang = 0;
Obj_SetRenderPriorityI(target, 42);
while(true){
ObjRender_SetAngleZ(target, 0+20*sin(ang));
ang += 360/120;
yield;
}
}
task _ShotType(){
_Option(125, 0, 0, 1);
_Option(125, 90, 0, 1);
_Option(125, 180, 0, 1);
_Option(125, 270, 0, 1);
// Rank
while(true){
shotDamage = 2.4+(GetCommonData("Rank", 1)*0.2);
shotScale = 0.6+(GetCommonData("Rank", 1)*0.1);
shotSpeed = 50+(GetCommonData("Rank", 1)*2);
wait(30);
}
}
function _Option(dist, startang, wvel, counterspin){
//let shot = CreatePlayerShotA1(playerX+x, playerY-150+y, 0, startang, 0, 99999, KEV_OPTION);
let dummy = CreatePlayerShotA1(playerX, playerY-180, 0, startang, 0, 99999, 0);
bool visible = true;
int shotspeedhome = 0;
float counter = 0;
float scythex = 0;
float scythey = 0;
float offset = 0;
float dummyX = ObjMove_GetX(dummy);
float dummyY = ObjMove_GetY(dummy);
let shot = CreatePlayerShotA1(dummyX, dummyY, 0, startang, 0, 99999, OPTION);
float spaceX = 0, spaceY = 0;
float shotang = startang;
//ObjShot_SetSpinAngularVelocity(shot, wvel);
ObjShot_SetAutoDelete(shot, false);
ObjShot_SetAutoDelete(dummy, false);
_BulletRescalePlayer(shot, 0.25, true, 1);
ObjRender_SetBlendType(shot, BLEND_ALPHA);
ObjRender_SetAlpha(shot, 255);
Obj_SetRenderPriorityI(shot, plrender-1);
// Handles the spinning and shooting of the options.
async{
//SetShotAutoDeleteClip(-500, 128, -500, -500);
//int i = 0;
loop{
float shotx = ObjMove_GetX(shot);
float shoty = ObjMove_GetY(shot);
ObjRender_SetAngleZ(shot, 0);
if(!IsPermitPlayerShot || ripplayer){
//spaceX = clamp(spaceX-2, 0, x);
//Obj_SetVisible(shot, false);
Obj_SetVisible(dummy, false);
visible = false;
shotspeedhome = 0;
}
else{
//spaceX = min(x, spaceX+x/45);
//spaceY = min(y, spaceY+y/45);
Obj_SetVisible(shot, true); visible = true;
Obj_SetVisible(dummy, true);
if(shotspeedhome % 4 == 0 && GetVirtualKeyState(VK_SHOT) != KEY_FREE){
let water = CreatePlayerShotA1(shotx, shoty, 50, 270, 4, 1.5, FIRE);
//let water2 = CreatePlayerShotA1(shotx+25, shoty, 15, shotang+180, 1.82, 1.25, KEV_OPTIONSHOT);
ObjShot_SetAutoDelete(water, false);
ObjRender_SetAlpha(water, shotAlpha);
_HandleDeletion(water);
_BulletRescalePlayer(water, shotScale, true, 1);
//ObjMove_SetAngularVelocity(water, [0, 0.2][typeGun]);
//ObjMove_SetAngularVelocity(water2, [0, 0.2][typeGun]);
Obj_SetRenderPriorityI(water, plrender-1);
ObjSound_Play(Base2);
}
shotspeedhome++;
//counter;
}
yield;
}
}
task _HandleDeletion(int target){
while(ObjMove_GetY(target) > -128){
if(Obj_IsDeleted(target)){break;}
yield;
}
Obj_Delete(target);
return;
}
// Having the options move with Kevin if not shooting and/or focused.
async{
float angmove = 0;
loop{
ObjMove_SetPosition(shot, playerX+counterspin*spaceX*cos(shotang), playerY-offset+counterspin*spaceY*sin(shotang));
shotang += 3.5*counterspin;
ObjMove_SetPosition(dummy, playerX, playerY);
if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
spaceX = max(dist*0.75, spaceX-dist*1.5/15);
spaceY = max(dist*0.75, spaceY-dist*1.5/15);
}
else{
spaceX = min(dist*1.5, spaceX+dist*1.5/15);
spaceY = min(dist*1.5, spaceY+dist*1.5/15);
}
yield;
}
}
async{
loop{
if(visible == true){ObjShot_SetIntersectionEnable(shot, true); ObjShot_SetIntersectionEnable(dummy, true); counter += (1/240); counter = min(counter, 1);}
else if (visible != true && GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){ObjShot_SetIntersectionEnable(shot, false); ObjShot_SetIntersectionEnable(dummy, false);}
else {ObjShot_SetIntersectionEnable(shot, false); ObjShot_SetIntersectionEnable(dummy, false); counter = 0;}
yield;
}
}
return shot;
}
// 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, 0, 40);
}
// Renders the shottype
// Player sprites
task playerrender(){
// Why is this movement code so cursed jesus fucking christ
float scale = 0.4; // Scalies
int frame = 0;
ObjPrim_SetTexture(objPlayer, teamimg);
ObjSprite2D_SetSourceRect(objPlayer, 0, 0, 512, 384);
ObjSprite2D_SetDestCenter(objPlayer);
Obj_SetRenderPriorityI(objPlayer, 42);
//ObjRender_SetTextureFilterMin(objPlayer, FILTER_ANISOTROPIC);
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, 512, 384, 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
SetAreaCommonData("ChainChecks", "IsChaining", true);
SetForbidPlayerShot(true);
SetForbidPlayerSpell(true);
SetPlayerInvincibilityFrame(270);
// Spell object
let manageObj = GetSpellManageObject(); // SPELL BEGINS
ObjSpell_Regist(manageObj);
//ObjSound_Play(bombsfx);
SetPlayerSpeed(PlayerSpd[0]*2, PlayerSpd[1]*2);
// 180 seconds DEATH LASER
//SetCommonData("IsBomb", true);
//_Countdown(270);
async{
loop(90){
Fire();
Fire();
wait(2);
}
}
function Fire(){
let shotA = CreatePlayerShotA1(playerX, playerY, 25, rand(-15, 195), shotDamage/2, 25, FIRE);
_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, 5); // CURRENTLY BUGGED AS OF PH3SX 1.32B
ObjShot_SetSpellFactor(shotA, true);
ObjShot_SetEraseShot(shotA, true);
}
loop(30){
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE){ObjSound_Play(Fire);}
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);
Obj_Delete(manageObj); // !!! IMPORTANT !!!
SetAreaCommonData("ChainChecks", "IsChaining", false);
NotifyEventOwn(EV_CHAIN_END, 0);
wait(60);
SetForbidPlayerSpell(false);
}
// Screenshake function for bomb's duration - adapted from Sparen's tutorials
task _Countdown(){
//int timer = time;
int counter = CreateTextObject(
playerX, playerY, 58,
"", "Origami Mommy",
0xFFFFFF, 0xFFFFFF,
0x1AEC8C, 10,
Obj_GetRenderPriorityI(objPlayer)+1
);
ObjText_SetHorizontalAlignment(counter, ALIGNMENT_CENTER);
while(true){
if(GetPlayerInvincibilityFrame() <= 0){Obj_SetVisible(counter, false);}
else{Obj_SetVisible(counter, true);}
ObjRender_SetPosition(counter, playerX, playerY - 140, 1);
ObjText_SetText(counter, IntToString(GetPlayerInvincibilityFrame()));
yield;
}
//Obj_Delete(counter);
}
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;
}
function CreateTextObject(
float mx, my, size,
string text, font,
int colorTop, colorBottom,
int borderColor, borderWidth,
int renderPriority
){
let obj = ObjText_Create();
ObjText_SetText(obj, text);
ObjText_SetFontSize(obj, size);
ObjText_SetFontType(obj, font);
ObjText_SetFontColorTop(obj, colorTop);
ObjText_SetFontColorBottom(obj, colorBottom);
ObjText_SetFontBorderType(obj, BORDER_FULL);
ObjText_SetFontBorderColor(obj, borderColor);
ObjText_SetFontBorderWidth(obj, borderWidth);
Obj_SetRenderPriorityI(obj, renderPriority);
ObjRender_SetX(obj, mx);
ObjRender_SetY(obj, my);
return obj;
}

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let current = GetCurrentScriptDirectory();
let path = current ~ "Chimata_ShotData.dnh";
LoadPlayerShotData(path);
// -----
const FIRE = 1;
const OPTION = 2;

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shot_image = "./playerlib/Flan_Sheet.png"
ShotData{
id = 0 // Dummy
rect = (0,0,0,0)
render = ALPHA
alpha = 0
collision = 32
}
// Fire
ShotData{
id = 1
rect = (1024, 0, 1152, 256)
render = ALPHA
alpha = 255
collision = 128 // Hitbox of arrows is not centered on the sprite
}
// Option
ShotData{
id = 2
rect = (512, 0, 1024, 384)
render = ALPHA
alpha = 255
fixed_angle = true
collision = 0 // Hitbox of arrows is not centered on the sprite
}

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2,0.57,,0.3442,,0.2691,0.3,0.2179,,0.3445,,,,,,,,,,,0.2992,,0.5139,,,1,,,,,,,masterVolume

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#include "./Player_Function_Laser.dnh"
// Shot Type
int[] optionArr = [];
float angSpace = 2.5;
float[] angStartArr = [];
// Far left, left, right, far right
float[] angStartUF = [230, 270, 270, 310];
float[] angStartUFAlt = [230, 275, 265, 310];
float[] angStartF = [250, 280, 260, 290];
float offsetX = 125;
float offsetY = 75;
int[] bulletNum = [4, 3, 3, 4];
task _HomeShot(int shot_) {
float duration = 55;
bool homingBool = false;
float basepenetrate = ObjShot_GetPenetration(shot_);
float basedmg = ObjShot_GetDamage(shot_);
//
for (int t = 0i; t < duration && !Obj_IsDeleted(shot_); 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(shot_), enemyY - ObjMove_GetY(shot_));
// 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 < 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, 0.8, min(45, f) / 45);
// Homing speed?
ObjMove_SetAngle(shot_, Interpolate_Accelerate(shotAngle, shotAngle + angleDistance, homeRate)); // Interpolate_Necko
f++;
yield;
}
ObjShot_SetAutoDelete(shot_, true);
ObjMove_SetAngularVelocity(shot_, 0);
homingBool = false;
}
}
yield;
}
}
task UpdateAng(){
while(true){
if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
angStartArr = angStartF;
angSpace = 9;
}
else{
angStartArr = angStartUF;
angSpace = 18;
}
yield;
}
}
task ShotType(){
}
function CreateOption(distX, distY, startang, wvel, counterspin){
//let shot = CreatePlayerShotA1(playerX+x, playerY-150+y, 0, startang, 0, 99999, KEV_OPTION);
let dummy = CreatePlayerShotA1(playerX, playerY-180, 0, startang, 0, 99999, 0);
bool visible = true;
int shotspeedhome = 0;
float counter = 0;
float scythex = 0;
float scythey = 0;
float offset = 0;
float dummyX = ObjMove_GetX(dummy);
float dummyY = ObjMove_GetY(dummy);
let shot = CreatePlayerShotA1(dummyX, dummyY, 0, startang, 0, 99999, OPTION);
float spaceX = 0, spaceY = 0;
float shotang = startang;
//ObjShot_SetSpinAngularVelocity(shot, wvel);
ObjShot_SetAutoDelete(shot, false);
ObjShot_SetAutoDelete(dummy, false);
_BulletRescalePlayer(shot, 1, true, 1);
ObjRender_SetBlendType(shot, BLEND_ALPHA);
ObjRender_SetAlpha(shot, 255);
float shotX = ObjMove_GetX(shot);
float shotY = ObjMove_GetY(shot);
// Handles the spinning and shooting of the options.
async{
//SetShotAutoDeleteClip(-500, 128, -500, -500);
//int i = 0;
loop{
shotX = ObjMove_GetX(shot);
shotY = ObjMove_GetY(shot);
ObjRender_SetAngleZ(shot, 0);
if(!IsPermitPlayerShot || ripplayer){
//spaceX = clamp(spaceX-2, 0, x);
//Obj_SetVisible(shot, false);
Obj_SetVisible(dummy, false);
visible = false;
shotspeedhome = 0;
}
else{
//spaceX = min(x, spaceX+x/45);
//spaceY = min(y, spaceY+y/45);
Obj_SetVisible(shot, true);
visible = true;
Obj_SetVisible(dummy, true);
if(shotspeedhome % 4 == 0 && GetVirtualKeyState(VK_USER1) == KEY_FREE && GetVirtualKeyState(VK_SHOT) != KEY_FREE){
let bullet = CreatePlayerShotA1(shotX, shotY, 50, 270, shotDamageOption, 1.5, FIRE_OPTION);
//let water2 = CreatePlayerShotA1(shotx+25, shoty, 15, shotang+180, 1.82, 1.25, KEV_OPTIONSHOT);
ObjShot_SetAutoDelete(bullet, false);
_HandleDeletion(bullet);
ObjRender_SetAlpha(bullet, shotAlpha);
_BulletRescalePlayer(bullet, shotScaleOption, true, 1);
//ObjMove_SetAngularVelocity(water, [0, 0.2][typeGun]);
//ObjMove_SetAngularVelocity(water2, [0, 0.2][typeGun]);
Obj_SetRenderPriorityI(bullet, plrender-1);
ObjSound_Play(Base2);
}
shotspeedhome++;
//counter;
}
yield;
}
}
task _HandleDeletion(int target){
while(ObjMove_GetY(target) > -96){
if(Obj_IsDeleted(target)){break;}
yield;
}
Obj_Delete(target);
return;
}
// Having the options move with Kevin if not shooting and/or focused.
async{
float angmove = 0;
loop{
ObjMove_SetPosition(shot, playerX+counterspin*spaceX*cos(shotang), playerY-offset+counterspin*spaceY*sin(shotang));
shotang += 3*counterspin;
ObjMove_SetPosition(dummy, playerX, playerY);
// If under player: render above
if(shotY > playerY){Obj_SetRenderPriorityI(shot, plrender+1);}
else{Obj_SetRenderPriorityI(shot, plrender-1);}
if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
spaceX = max(distX*0.6, spaceX-distX*1/15);
spaceY = max(distY*0.6, spaceY-distY*1/15);
}
else{
spaceX = min(distX*1, spaceX+distX*1/15);
spaceY = min(distY*1, spaceY+distY*1/15);
}
yield;
}
}
async{
loop{
if(visible == true){ObjShot_SetIntersectionEnable(shot, true); ObjShot_SetIntersectionEnable(dummy, true); counter += (1/240); counter = min(counter, 1);}
else if (visible != true && GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){ObjShot_SetIntersectionEnable(shot, false); ObjShot_SetIntersectionEnable(dummy, false);}
else {ObjShot_SetIntersectionEnable(shot, false); ObjShot_SetIntersectionEnable(dummy, false); counter = 0;}
yield;
}
}
return shot;
}
// CALL THIS TASK FIRST
task InitiateOptions(){
// Far left, left, right, far right
float distX = 175;
float distY = 175;
float[] angArr = [0, 90, 180, 270];
int count = 0;
for each (float entry in ref angArr){
int option = CreateOption(distX, distY, angArr[count], 1, -1);
optionArr = optionArr ~ [option];
count++;
}
SpecialWeapon(objPlayer);
}
task BaseShot(){
int angMultiplier = 0;
// lASER!!!
_RenderLaser(objPlayer, 0, 300, GetStgFrameHeight()*1.5, 64, 0, shotDamageLaser);
}
task SpecialWeapon(int ID){
int angMultiplier = 0;
float angFlux = 10;
float ang1 = 180;
float ang2 = 180;
float[] angFire = [270-20, 270+20];
while(true){
if(GetVirtualKeyState(VK_USER1) != KEY_FREE && GetCommonDataPtr(POINTER_SPECIALAMMO, 100) > 0 && IsPermitPlayerShot && !ripplayer){
SetCommonDataPtr(POINTER_SPECIALCHECK, true);
SetCommonDataPtr(POINTER_CHAINCHECK, true);
// (Approx.) 20 ammo per second
SetCommonDataPtr(POINTER_SPECIALAMMO, max(0, GetCommonDataPtr(POINTER_SPECIALAMMO, 100)-(20/60)));
if(shotspeed % 4 == 0){
float x = ObjMove_GetX(ID);
float y = ObjMove_GetY(ID);
// Minimal rank boost -> +0.5 rank for every 10 seconds of the wpn being used -> 1/20 rank every sec -> 1/300 rank every 4 frames
SetCommonData("Rank", clamp(GetCommonData("Rank", 1) + 1/300, GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
angFire[0] = 270 + angFlux * sin(ang1) + rand(-5, 5);
angFire[1] = 270 + angFlux * sin(ang2) + rand(-5, 5);
// YASS FIRE THOSE BITCH KILLER SLASHES
FireSlash(angFire[0], 50, 35, 45);
FireSlash(angFire[1], 50, 35, 45);
ang1 += 25;
ang2 -= 25;
}
}
else{
SetCommonDataPtr(POINTER_CHAINCHECK, false);
if(GetCommonDataPtr(POINTER_CHAINGAUGE, 0) <= 0){SetCommonDataPtr(POINTER_SPECIALCHECK, false);}
}
yield;
}
}
task FireSlash(
float angle, baseSpd,
int decelTime, lifeTime
){
int slash = CreatePlayerShotA1(playerX, playerY, baseSpd, angle, shotDamageSpecial, 8, FIRE_SPECIAL);
ObjShot_SetPenetrateShotEnable(slash, false);
_BulletRescalePlayer(slash, shotScaleSpecial, true, 1);
Obj_SetRenderPriorityI(slash, plrender-1);
//ObjRender_SetBlendType(slash, BLEND_ADD_ARGB);
ObjSound_Play(Base5);
ObjShot_SetEraseShot(slash, true);
async{
ascent(i in 0..3){
int slashA = CreatePlayerShotA1(playerX, playerY, baseSpd, angle, shotDamageSpecial/5, 32, FIRE_SPECIAL);
_BulletRescalePlayer(slashA, shotScaleSpecial/2, true, 1);
//ObjRender_SetBlendType(slashA, BLEND_ADD_ARGB);
ObjShot_SetPenetrateShotEnable(slashA, false);
Obj_SetRenderPriorityI(slashA, plrender-1);
Fade(slashA);
wait(10);
}
}
task Fade(int ID){
ObjMove_AddPatternA2(ID, 0, baseSpd/2, [rand(180, 230), rand(-50, 30)][rand_int(0, 1)], (-baseSpd/2)/(decelTime), 2, 0);
ascent(i in 0..(decelTime)){
ObjRender_SetAlpha(ID, Interpolate_Accelerate(shotAlpha, 0, i/(decelTime)));
yield;
}
Obj_Delete(ID);
}
async{
ObjMove_SetAcceleration(slash, -baseSpd/decelTime);
ObjMove_SetMaxSpeed(slash, baseSpd/50);
ObjRender_SetAlpha(slash, shotAlpha);
ascent(i in 0..decelTime){
ObjRender_SetScaleXYZ(slash, Interpolate_Accelerate(shotScaleSpecial/1.25, shotScaleSpecial, i/decelTime));
yield;
}
ascent(i in 0..(lifeTime-decelTime)){
ObjRender_SetAlpha(slash, Interpolate_Accelerate(shotAlpha, 0, i/(lifeTime-decelTime)));
yield;
}
Obj_Delete(slash);
}
}
// Bomb
// Holy fuck its literally YoumuA IBP

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// Particle list for laser effect
int LaserEffect = ObjParticleList_Create(OBJ_PARTICLE_LIST_2D);
int[] rect = [704, 192, 768, 256];
ObjPrim_SetTexture(LaserEffect, "script/player/Kouryuu/playerlib/PlSheet_Kouryuu.png");
Obj_SetRenderPriorityI(LaserEffect, 41);
ObjPrim_SetPrimitiveType(LaserEffect, PRIMITIVE_TRIANGLELIST);
ObjPrim_SetVertexCount(LaserEffect, 4);
ObjRender_SetBlendType(LaserEffect, BLEND_ADD_ARGB);
// Left-top, right-top, left-bottom, right-bottom
ObjPrim_SetVertexUVT(LaserEffect, 0, rect[0], rect[1]);
ObjPrim_SetVertexUVT(LaserEffect, 1, rect[2], rect[1]);
ObjPrim_SetVertexUVT(LaserEffect, 2, rect[0], rect[3]);
ObjPrim_SetVertexUVT(LaserEffect, 3, rect[2], rect[3]);
// Vertex positions are offset with deltas so that the sprite is centered
float dU = (rect[2] - rect[0])/2;
float dV = (rect[3] - rect[1])/2;
ObjPrim_SetVertexPosition(LaserEffect, 0, -dU, -dV, 1);
ObjPrim_SetVertexPosition(LaserEffect, 1, dU, -dV, 1);
ObjPrim_SetVertexPosition(LaserEffect, 2, -dU, dV, 1);
ObjPrim_SetVertexPosition(LaserEffect, 3, dU, dV, 1);
ObjPrim_SetVertexIndex(LaserEffect, [0, 1, 2, 1, 2, 3]);
task _CreateLaserParticle(float x, float y, float spdX, float spdY, float baseAng){
int effectLength = 45;
let x_speed = spdX;
let y_speed = spdY;
let z_add = rand(-5, 5);
ascent(i in 0..effectLength){
_PetalMovement(Interpolate_Decelerate(1, 0.5, i/effectLength), Interpolate_Decelerate(255, 0, i/effectLength));
yield;
}
task _PetalMovement(scale, alpha){
ObjParticleList_SetScale(LaserEffect, scale);
ObjParticleList_SetAngleZ(LaserEffect, baseAng);
ObjParticleList_SetPosition(LaserEffect, x, y, 1);
ObjParticleList_SetAlpha(LaserEffect, alpha);
//Submits the current data to an instance, cleared every frame.
ObjParticleList_AddInstance(LaserEffect);
x += x_speed;
y += y_speed;
baseAng += z_add;
yield;
}
}
//
task _LaserSpriteRender(
img, int target, float targetAng,
int rectLeft, int rectTop, int rectRight, int rectBottom,
float scaleX, float scaleY, int renderPriority, float alpha,
float scaleSpeed
){
int[] EnemyList = [];
let lasersprite = ObjPrim_Create(OBJ_SPRITE_2D);
float scaleXBoost = 0;
float scaleXBoostMax = 0.05;
float ang = 180;
ObjPrim_SetTexture(lasersprite, img);
ObjSprite2D_SetSourceRect(lasersprite, rectLeft, rectTop, rectRight, rectBottom);
ObjRender_SetScaleXYZ(lasersprite, 0, scaleY, 1);
ObjSprite2D_SetDestRect(lasersprite, -(rectRight-rectLeft)/2, 0, (rectRight-rectLeft)/2, rectTop-rectBottom);
Obj_SetRenderPriorityI(lasersprite, renderPriority);
ObjRender_SetAlpha(lasersprite, 0);
ObjRender_SetBlendType(lasersprite, BLEND_ADD_ARGB);
async{
loop{
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && !ripplayer && IsPermitPlayerShot){
// Assumes the intersecting color is right next to the right of the original color
if (length(EnemyList) > 0) {ObjSprite2D_SetSourceRect(lasersprite, rectRight, rectTop, rectRight+(rectRight-rectLeft), rectBottom);}
else{ObjSprite2D_SetSourceRect(lasersprite, rectLeft, rectTop, rectRight, rectBottom);}
float targetx = ObjRender_GetX(target);
float targety = ObjRender_GetY(target);
ObjRender_SetScaleX(lasersprite, min(scaleX+scaleXBoost, ObjRender_GetScaleX(lasersprite) + scaleSpeed));
scaleXBoost = scaleXBoostMax * sin(ang);
ObjRender_SetAlpha(lasersprite, min(alpha, ObjRender_GetAlpha(lasersprite)+alpha/5));
ObjRender_SetAngleZ(lasersprite, targetAng);
ObjRender_SetPosition(lasersprite, targetx, targety, 1);
ang += 25;
yield;
}
else{
ObjRender_SetScaleX(lasersprite, max(0, ObjRender_GetScaleX(lasersprite) - scaleSpeed));
ObjRender_SetAlpha(lasersprite, max(0, ObjRender_GetAlpha(lasersprite)-alpha/5));
yield;
}
yield;
}
}
}
function _RenderLaser(target, float ang, float maxintersectX, float maxLength, float width, float speedLength, float dmg){ /* */
int[] EnemyList = [];
float angRender = asin(maxintersectX/absolute(maxLength));
//int laser = CreatePlayerShotA1(ObjRender_GetX(target), ObjRender_GetY(target), 0, ang, dmg, 9999999, 0);
int laser = CreateStraightLaserA1(ObjRender_GetX(target), ObjRender_GetY(target), ang-90, maxLength, width, 99999999, 0, 1);
ObjLaser_SetInvalidLength(laser, 0, 0);
ObjShot_SetDamage(laser, dmg);
ObjShot_SetAutoDelete(laser, false);
Obj_SetRenderPriorityI(laser, plrender-1);
_Follow(laser, target);
_LaserSpriteRender(
plimg, laser, ang,
256, 192, 384, 384,
1, 20, plrender-1, shotAlpha,
0.1
);
// This also affects damage of the laser, not just effects
LaserHitEffect(EnemyList, laser, dmg);
// When shot key is being held, create a line intersection that stretches across the laser.
/*
Calculations:
startx: x of target
starty: y of target
endx: x of laser
endy: maxLength
width = width of laser
*/
async{
loop{
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && !ripplayer && IsPermitPlayerShot){
if(shotspeed % 5 == 0){
ObjSound_Play(Base2);
}
ObjShot_SetIntersectionEnable(laser, true);
//ObjShot_SetIntersectionLine(laser, ObjRender_GetX(target), ObjRender_GetY(target), ObjRender_GetX(target)+maxintersectX, -maxLength, width);
//WriteLog(ObjMove_GetX(laserfwd));
yield;
}
else{
ObjShot_SetIntersectionEnable(laser, false);
ObjShot_SetPenetration(laser, 99999999);
yield;
}
}
}
// After shot key is released, let the laser leave and then delete it.
return laser;
}
task LaserHitEffect(int[] EnemyList, int target, float basedmg){
async{
loop{
EnemyList = ObjCol_GetListOfIntersectedEnemyID(target);
yield;
}
}
// Particle effects
async{
loop{
ascent(i in -1..length(EnemyList)-1){
_CreateLaserParticle(ObjMove_GetX(EnemyList[i])+prand(-30, 30), ObjMove_GetY(EnemyList[i])+prand(-30, 30), [prand(-8, -5), prand(-4, 4), prand(5, 8)][prand_int(0, 2)], [prand(-8, -6), prand(6, 8)][prand_int(0, 1)], rand(0, 360));
}
//Resort;
//WriteLog(EnemyList);
wait(rand_int(6, 9));
}
}
// Damage effects
}
task _Follow(follower, followed){
while(!Obj_IsDeleted(follower)){
float x = ObjRender_GetX(followed);
float y = ObjRender_GetY(followed);
ObjMove_SetPosition(follower, x, y);
yield;
}
}

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#TouhouDanmakufu[Player]
#ScriptVersion[3]
#ID["PL2_KOURYUU"]
#Title["Kouryuu Eikankaku"]
#Text["Player 2"]
//#Image["./mariremi_lib/mariremi_illust.png"]
#ReplayName["Kouryuu"]
#include "script/KevinSystem/kevin_system/Lib_Const.dnh"
#include "script/KevinSystem/Kevin_PlayerLib.txt"
#include "script/KevinSystem/PlayerSoundLib.dnh"
#include "./Player_Function.dnh"
#include "./Player_ShotConst.dnh"
#include "script/KevinSystem/kevin_system/Kevin_ItemConst.txt"
#include "script/KevinSystem/kevin_system/Kevin_ItemLib.txt"
let csd = GetCurrentScriptDirectory();
// Global Variables
float maxX = GetStgFrameWidth();
float maxY = GetStgFrameHeight();
// Images & Sound
let teamimg = csd ~ "./playerlib/Player_Sheet.png";
LoadTextureEx(teamimg, true, true);
//ObjRender_SetTextureFilterMip(teamimg, FILTER_LINEAR);
let plimg = csd ~ "./playerlib/PlSheet_Kouryuu.png";
LoadTextureEx(plimg, true, true);
ObjRender_SetTextureFilter(plimg, FILTER_NONE, FILTER_NONE, FILTER_NONE);
let sndpath = csd ~ "./sound";
int[] _enemyArray = [];
int[] _existArray = [];
int[] _shotArray = [];
bool isChain = false;
bool isUseSpecialWpn = false;
float curChain = 0;
// Other stuff
float playerX = 0;
float playerY = 0;
let objPlayer = GetPlayerObjectID();
int plrender = 42;
bool ripplayer = false;
float shotspeed = 0;
float bombrand = 0;
int grazecounter = 0; // For basic graze = PIV mechanic
int shotAlpha = (GetAreaCommonData("Config", "PlayerShotOpacity", 60)*0.01)*255;
float shotDamageOption = 4.8;
float shotScaleOption = 1;
float shotDamageLaser = 2;
float shotScaleLaser = 1;
float shotDamageSpecial = 4.5;
float shotScaleSpecial = 2;
float[] PlayerSpd = [15, 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);
SetAreaCommonData("PIV", "ChainAmount", 1);
}
else{}
SetPlayerStateEndEnable(true);
// Stuff
Parameter();
RenderPlayer();
UpdateAng();
BaseShot();
InitiateOptions();
Obj_SetRenderPriorityI(objPlayer, 43);
plrender = Obj_GetRenderPriorityI(objPlayer);
_SoundTask();
//SetIntersectionVisualization(true); // Debug
_Mechanic(ripplayer, _enemyArray, _existArray, GetStgFrameWidth(), GetStgFrameHeight(), objPlayer, GetEnemyBossSceneObjectID(), 1, 2, 80);
_ShowChain();
_HandleChainGauge();
_HitboxRender(ripplayer, objPlayer, plimg, teamimg, 768, 192, 832, 256, 1536, 896, 2048, 1408, 0.5, 0.65);
SetShotAutoDeleteClip(256, 256, 256, 256);
_Countdown();
// Shot data loading
LoadPlayerShotData(csd ~ "./Player_ShotData.dnh");
}
@MainLoop{
_enemyArray = GetIntersectionRegistedEnemyID;
shotspeed += 1; // Managing the shot rate
//_shotArray = GetAllShotID(TARGET_PLAYER);
//UniversalAlphaHandle(_shotArray);
plrender = Obj_GetRenderPriorityI(objPlayer);
playerX = ObjMove_GetX(objPlayer);
playerY = ObjMove_GetY(objPlayer);
yield;
}
@Event{
alternative(GetEventType)
// Delete effect
case(EV_DELETE_SHOT_PLAYER){
if(GetCommonDataPtr(EFFECTCUT_PTR, 0) >= 3){}
else{
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, graphic == FIRE_SPECIAL ? 2 : 1);
}
//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", clamp(max(1, GetCommonData("Rank", 1)-0.25), GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
_SigilCall(false, teamimg, 768+256, 512, 768+512, 768, objPlayer, GetPlayerInvincibilityFrame());
}
else {
SetScriptResult(false);
}
}
case(EV_HIT){
ObjSound_Play(PlayerHit);
_DeathbombWarning(plimg, [832, 0, 1088, 256], 20, 3);
}
case(EV_CHAIN_MAX){
if(!isChain){
ObjSound_Play(Shine);
isChain = true;
curChain = GetCommonDataPtr(POINTER_CHAIN, 1);
}
else{}
}
case(EV_CHAIN_RELEASE){
}
case(EV_CHAIN_END){
SetAreaCommonData("PIV", "ChainAmount", 1);
isChain = false;
// Increase rank depending on curChain (>= 32), then reset curChain. MAX CHAIN increases rank by 0.4.
if(curChain >= 32){
SetCommonData("Rank", clamp(GetCommonData("Rank", 1) + Interpolate_Linear(0.25, 0.5, curChain/64), GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
}
curChain = 1;
}
case(EV_PLAYER_SHOOTDOWN){
ObjSound_Play(PlayerDie2);
SetPlayerSpell(GetPlayerSpell()+2);
ripplayer = true;
DeleteShotAll(TYPE_SHOT, TYPE_ITEM);
SetCommonData("Rank", clamp(GetCommonData("Rank", 1) * 0.75, GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
_SigilCall(true, teamimg, 768, 512, 768+256, 768, objPlayer, 60);
}
case(EV_PLAYER_REBIRTH){
ripplayer = false;
SetPlayerInvincibilityFrame(180);
//_Countdown();
_SigilCall(false, teamimg, 768+256, 512, 768+512, 768, objPlayer, 150);
}
case(EV_GRAZE){
}
}
@Finalize{
}
// Basic player parameters
task Parameter(){
// im trying to not be collected by the player but their item scope is dummy thicc and im alerted by its cheek
SetPlayerItemScope(360);
SetPlayerLife(9); // Debug
SetPlayerSpell(2);
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]); // (original: 5.25/2.0)
SetPlayerRebirthFrame(20);
SetPlayerDownStateFrame(60);
SetPlayerAutoItemCollectLine(GetStgFrameHeight/3);
SetPlayerRebirthLossFrame(0);
ObjPlayer_AddIntersectionCircleA1(objPlayer, 0, 0, 0, 40);
}
// Player render
task RenderPlayer(){
// Why is this movement code so cursed jesus fucking christ
float scale = 1; // Scalies
int frame = 0;
ObjPrim_SetTexture(objPlayer, plimg);
ObjSprite2D_SetSourceRect(objPlayer, 0, 0, 128, 192);
ObjSprite2D_SetDestCenter(objPlayer);
Obj_SetRenderPriorityI(objPlayer, plrender);
//ObjRender_SetTextureFilterMin(objPlayer, FILTER_ANISOTROPIC);
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, 128, 192, scale, 3, 6);
if (frame >= (3*6-1)){frame = 0;}
yield;
}
}
// Handling of bomb
task _Bomb(){
// 180 frames
// Preparation
SetForbidPlayerShot(true);
SetForbidPlayerSpell(true);
SetPlayerInvincibilityFrame(180);
// Spell object
let manageObj = GetSpellManageObject(); // SPELL BEGINS
ObjSpell_Regist(manageObj);
// Fully refills chain gauge for 120 frames
// Activates chain but not FUN MODE
async{
loop(90){
SetCommonDataPtr(POINTER_CHAINCHECK, true);
SetCommonDataPtr(POINTER_CHAINGAUGE, 100);
yield;
}
}
task CreateFireRing(x, y){
float startAng = rand(0, 360);
ascent(i in 0..8){
int slash = CreatePlayerShotA1(x, y, 35, startAng + i * 360/8, shotDamageSpecial/4, 64, FIRE_SPECIAL);
ObjShot_SetPenetrateShotEnable(slash, false);
ObjRender_SetColorHSV(slash, 180, 255, 255);
_BulletRescalePlayer(slash, shotScaleSpecial/1.75, true, 1);
ObjShot_SetSpellFactor(slash, true);
ObjShot_SetEraseShot(slash, true);
Obj_SetRenderPriorityI(slash, plrender-1);
//ObjRender_SetBlendType(slash, BLEND_ADD_ARGB);
Fade(slash);
}
ObjSound_Play(Explosion2);
}
task Fade(int ID){
ObjRender_SetAlpha(ID, 255);
ObjMove_AddPatternA2(ID, 0, 36, NO_CHANGE, -36/15, 2, 0);
wait(15);
ascent(i in 0..15){
ObjRender_SetAlpha(ID, Interpolate_Accelerate(255, 0, i/15));
yield;
}
Obj_Delete(ID);
}
float bombX = playerX;
ascent(i in 0..18){
CreateFireRing(rand(bombX - 96, bombX + 96), Interpolate_Linear(STG_HEIGHT+128, -128, i/18));
wait(4);
}
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]);
SetForbidPlayerShot(false);
Obj_Delete(manageObj); // !!! IMPORTANT !!!
wait(60);
SetForbidPlayerSpell(false);
}

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let current = GetCurrentScriptDirectory();
let path = current ~ "Player_ShotData.dnh";
LoadPlayerShotData(path);
// -----
const OPTION = 1;
const FIRE_OPTION = 2;
const FIRE_BASE = 3;
const FIRE_BASE_B = 4;
const FIRE_SPECIAL = 5;

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shot_image = "./playerlib/PlSheet_Kouryuu.png"
ShotData{
id = 0 // Dummy
rect = (0,0,0,0)
render = ALPHA
alpha = 0
collision = 32
}
// Option
ShotData{
id = 1
rect = (0, 192, 128, 384)
render = ALPHA
alpha = 255
fixed_angle = true
collision = 0 // Hitbox of arrows is not centered on the sprite
}
// Fire
ShotData{
id = 2
rect = (128, 192, 256, 384)
render = ALPHA
alpha = 255
collision = 64 // Hitbox of arrows is not centered on the sprite
}
// Laser
ShotData{
id = 3
rect = (256, 192, 384, 384)
render = ALPHA
alpha = 255
collision = 64 // Hitbox of arrows is not centered on the sprite
}
// Laser 2
ShotData{
id = 4
rect = (384, 192, 512, 384)
render = ALPHA
alpha = 255
collision = 64 // Hitbox of arrows is not centered on the sprite
}
// Slash
ShotData{
id = 5
rect = (512, 192, 640, 384)
render = ALPHA
alpha = 255
collision = 64 // Hitbox of arrows is not centered on the sprite
}

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2,0.57,,0.3442,,0.2691,0.3,0.2179,,0.3445,,,,,,,,,,,0.2992,,0.5139,,,1,,,,,,,masterVolume

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// Shot Type
int[] optionArr = [];
float angSpace = 2.5;
float[] angStartArr = [];
// Far left, left, right, far right
float[] angStartUF = [230, 270, 270, 310];
float[] angStartUFAlt = [230, 275, 265, 310];
float[] angStartF = [250, 280, 260, 290];
float offsetX = 125;
float offsetY = 75;
int[] bulletNum = [4, 3, 3, 4];
task _HomeShot(int shot_) {
float duration = 55;
bool homingBool = false;
float basepenetrate = ObjShot_GetPenetration(shot_);
float basedmg = ObjShot_GetDamage(shot_);
//
for (int t = 0i; t < duration && !Obj_IsDeleted(shot_); 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(shot_), enemyY - ObjMove_GetY(shot_));
// 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 < 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, 0.8, min(45, f) / 45);
// Homing speed?
ObjMove_SetAngle(shot_, Interpolate_Accelerate(shotAngle, shotAngle + angleDistance, homeRate)); // Interpolate_Necko
f++;
yield;
}
ObjShot_SetAutoDelete(shot_, true);
ObjMove_SetAngularVelocity(shot_, 0);
homingBool = false;
}
}
yield;
}
}
task UpdateAng(){
while(true){
if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
angStartArr = angStartF;
angSpace = 9;
}
else{
angStartArr = angStartUF;
angSpace = 18;
}
yield;
}
}
task ShotType(){
}
function <int> CreateOption(
float offsetX_uf, offsetY_uf,
float offsetX_f, offsetY_f,
float ang_uf, ang_f
){
// Option
int option = PlayerOption_LinearMove(
offsetX_uf, offsetY_uf, offsetX_f, offsetY_f,
true, ang_uf, ang_f,
plimg,
OPTION, 0.5, 39,
128, 1, 1, false,
false, 1,
false, false
);
return option;
}
// CALL THIS TASK FIRST
task InitiateOptions(){
// Far left, left, right, far right
float[][] offsetArr = [
[-offsetX * 1.5, offsetY * 1.25, -offsetX * 1, offsetY * 0.75],
[-offsetX * 1, 0, -offsetX * 0.75, -offsetY * 0.4],
[offsetX * 1, 0, offsetX * 0.75, -offsetY * 0.4],
[offsetX * 1.5, offsetY * 1.25, offsetX * 1, offsetY * 0.75],
];
int count = 0;
for each (float[] entry in ref offsetArr){
int option = CreateOption(
offsetArr[count][0], offsetArr[count][1],
offsetArr[count][2], offsetArr[count][3],
angStartUF[count], angStartF[count]
);
optionArr = optionArr ~ [option];
ShotType(option, angStartUFAlt[count], angStartF[count], bulletNum[count]);
SpecialWeapon(option, angStartUFAlt[count], angStartF[count], bulletNum[count]);
count++;
}
}
task BaseShot(){
int angMultiplier = 0;
while(true){
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && GetVirtualKeyState(VK_USER1) == KEY_FREE &&IsPermitPlayerShot && !ripplayer){
if(shotspeed % 4 == 0){
ObjSound_Play(Base3);
let shotA = CreatePlayerShotA1(playerX, playerY, 52, 270, shotDamage*2, 1.2, FIRE_BASE);
_BulletRescalePlayer(shotA, shotScale1, true, 1);
ObjRender_SetAlpha(shotA, shotAlpha);
Obj_SetRenderPriorityI(shotA, 41);
}
}
yield;
}
}
task ShotType(int ID, float startAngUF, startAngF, int bulletNum){
int angMultiplier = 0;
while(true){
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && GetVirtualKeyState(VK_USER1) == KEY_FREE &&IsPermitPlayerShot && !ripplayer){
if(shotspeed % 3*(bulletNum+1) == 0){
float x = ObjMove_GetX(ID);
float y = ObjMove_GetY(ID);
int multiplier = 1;
if(x-playerX > 0){multiplier = 1;}
else{multiplier = -1;}
//ObjSound_Play(Base3);
loop(bulletNum){
if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
let shotA = CreatePlayerShotA1(x, y, 45, startAngF+angSpace*multiplier*angMultiplier, shotDamage, 1.1, FIRE_NORMAL);
_BulletRescalePlayer(shotA, shotScale1, true, 1);
ObjRender_SetAlpha(shotA, shotAlpha);
Obj_SetRenderPriorityI(shotA, 41);
}
else{
let shotA = CreatePlayerShotA1(x, y, 45, startAngUF+angSpace*multiplier*angMultiplier, shotDamage, 1.1, FIRE_NORMAL);
_BulletRescalePlayer(shotA, shotScale1, true, 1);
ObjRender_SetAlpha(shotA, shotAlpha);
Obj_SetRenderPriorityI(shotA, 41);
}
angMultiplier ++;
wait(2);
}
angMultiplier = 0;
}
}
yield;
}
}
task SpecialWeapon(int ID, float startAngUF, startAngF, int bulletNum){
int angMultiplier = 0;
while(true){
if(GetVirtualKeyState(VK_USER1) != KEY_FREE && GetCommonDataPtr(POINTER_SPECIALAMMO, 100) > 0 && IsPermitPlayerShot && !ripplayer){
SetCommonDataPtr(POINTER_SPECIALCHECK, true);
SetCommonDataPtr(POINTER_CHAINCHECK, true);
// 15 ammo per second
if(shotspeed % 4 == 0){
float x = ObjMove_GetX(ID);
float y = ObjMove_GetY(ID);
SetCommonDataPtr(POINTER_SPECIALAMMO, max(0, GetCommonDataPtr(POINTER_SPECIALAMMO, 100)-(15/60)));
// Minimal rank boost -> +0.5 rank for every 10 seconds of the wpn being used -> 1/20 rank every sec -> 1/300 rank every 4 frames
SetCommonData("Rank", clamp(GetCommonData("Rank", 1) + 1/(300*4), GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
int multiplier = 1;
if(x-playerX > 0){multiplier = 1;}
else{multiplier = -1;}
ObjSound_Play(Base2);
loop(1){
let shotA = CreatePlayerShotA1(x, y, 45, startAngF+rand(-1, 1), shotDamageSpecial, 1.1, FIRE_SPECIAL);
_BulletRescalePlayer(shotA, shotScale1*2, true, 1);
_HomeShot(shotA);
ObjRender_SetAlpha(shotA, shotAlpha);
Obj_SetRenderPriorityI(shotA, 41);
angMultiplier ++;
}
angMultiplier = 0;
}
}
else{
SetCommonDataPtr(POINTER_CHAINCHECK, false);
if(GetCommonDataPtr(POINTER_CHAINGAUGE, 0) <= 0){SetCommonDataPtr(POINTER_SPECIALCHECK, false);}
}
yield;
}
}
// Bomb
// Yassbong explosion

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@ -0,0 +1,364 @@
#TouhouDanmakufu[Player]
#ScriptVersion[3]
#ID["PL1_LAVENDER"]
#Title["Lavender Mushihime"]
#Text["Player 1"]
//#Image["./mariremi_lib/mariremi_illust.png"]
#ReplayName["Lavender"]
#include "script/KevinSystem/kevin_system/Lib_Const.dnh"
#include "script/KevinSystem/Kevin_PlayerLib.txt"
#include "script/KevinSystem/PlayerSoundLib.dnh"
#include "./Player_Function.dnh"
#include "./Player_ShotConst.dnh"
#include "script/KevinSystem/kevin_system/Kevin_ItemConst.txt"
#include "script/KevinSystem/kevin_system/Kevin_ItemLib.txt"
let csd = GetCurrentScriptDirectory();
// Global Variables
float maxX = GetStgFrameWidth();
float maxY = GetStgFrameHeight();
// Images & Sound
let teamimg = csd ~ "./playerlib/Player_Sheet.png";
LoadTextureEx(teamimg, true, true);
//ObjRender_SetTextureFilterMip(teamimg, FILTER_LINEAR);
let plimg = csd ~ "./playerlib/PlSheet_Lavender.png";
LoadTextureEx(plimg, true, true);
ObjRender_SetTextureFilter(plimg, FILTER_NONE, FILTER_NONE, FILTER_NONE);
let sndpath = csd ~ "./sound";
int[] _enemyArray = [];
int[] _existArray = [];
int[] _shotArray = [];
bool isChain = false;
bool isUseSpecialWpn = false;
float curChain = 0;
// 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;
int grazecounter = 0; // For basic graze = PIV mechanic
int shotAlpha = (GetAreaCommonData("Config", "PlayerShotOpacity", 60)*0.01)*255;
float shotDamage = 3.1;
float shotDamageSpecial = 6.25;
float shotScale1 = 1;
float[] PlayerSpd = [13, 6.5];
// 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);
SetAreaCommonData("PIV", "ChainAmount", 1);
}
else{}
SetPlayerStateEndEnable(true);
// Stuff
Parameter();
RenderPlayer();
UpdateAng();
BaseShot();
InitiateOptions();
Obj_SetRenderPriorityI(objPlayer, 43);
plrender = Obj_GetRenderPriorityI(objPlayer);
_SoundTask();
//SetIntersectionVisualization(true); // Debug
_Mechanic(ripplayer, _enemyArray, _existArray, GetStgFrameWidth(), GetStgFrameHeight(), objPlayer, GetEnemyBossSceneObjectID(), 1, 2, 80);
_ShowChain();
_HandleChainGauge();
_HitboxRender(ripplayer, objPlayer, plimg, teamimg, 768, 192, 832, 256, 1536, 896, 2048, 1408, 0.5, 0.65);
SetShotAutoDeleteClip(256, 256, 256, 256);
_Countdown();
// Shot data loading
LoadPlayerShotData(csd ~ "./Player_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){
if(GetCommonDataPtr(EFFECTCUT_PTR, 0) >= 3){}
else{
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, graphic == FIRE_SPECIAL ? shotScale1 * 2 : shotScale1);
}
//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", clamp(max(1, GetCommonData("Rank", 1)-0.25), GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
_SigilCall(false, teamimg, 768+256, 512, 768+512, 768, objPlayer, GetPlayerInvincibilityFrame());
}
else {
SetScriptResult(false);
}
}
case(EV_HIT){
ObjSound_Play(PlayerHit);
_DeathbombWarning(plimg, [832, 0, 1088, 256], 20, 3);
}
case(EV_CHAIN_MAX){
if(!isChain){
ObjSound_Play(Shine);
isChain = true;
curChain = GetCommonDataPtr(POINTER_CHAIN, 1);
}
else{}
}
case(EV_CHAIN_RELEASE){
}
case(EV_CHAIN_END){
SetAreaCommonData("PIV", "ChainAmount", 1);
isChain = false;
// Increase rank depending on curChain (>= 32), then reset curChain. MAX CHAIN increases rank by 0.4.
if(curChain >= 32){
SetCommonData("Rank", clamp(GetCommonData("Rank", 1) + Interpolate_Linear(0.25, 0.5, curChain/64), GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
}
curChain = 1;
}
case(EV_PLAYER_SHOOTDOWN){
ObjSound_Play(PlayerDie2);
SetPlayerSpell(GetPlayerSpell()+2);
ripplayer = true;
DeleteShotAll(TYPE_SHOT, TYPE_ITEM);
// Decrease rank by 1/4
SetCommonData("Rank", clamp(GetCommonData("Rank", 1) * 0.75, GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
_SigilCall(true, teamimg, 768, 512, 768+256, 768, objPlayer, 60);
}
case(EV_PLAYER_REBIRTH){
ripplayer = false;
SetPlayerInvincibilityFrame(180);
//_Countdown();
_SigilCall(false, teamimg, 768+256, 512, 768+512, 768, objPlayer, 150);
}
case(EV_GRAZE){
}
}
@Finalize{
}
// Basic player parameters
task Parameter(){
// im trying to not be collected by the player but their item scope is dummy thicc and im alerted by its cheek
SetPlayerItemScope(360);
SetPlayerLife(9); // Debug
SetPlayerSpell(2);
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]); // (original: 5.25/2.0)
SetPlayerRebirthFrame(20);
SetPlayerDownStateFrame(60);
SetPlayerAutoItemCollectLine(GetStgFrameHeight/3);
SetPlayerRebirthLossFrame(0);
ObjPlayer_AddIntersectionCircleA1(objPlayer, 0, 0, 0, 40);
}
// Player render
task RenderPlayer(){
// Why is this movement code so cursed jesus fucking christ
float scale = 1; // Scalies
int frame = 0;
ObjPrim_SetTexture(objPlayer, plimg);
ObjSprite2D_SetSourceRect(objPlayer, 0, 0, 128, 192);
ObjSprite2D_SetDestCenter(objPlayer);
Obj_SetRenderPriorityI(objPlayer, 42);
//ObjRender_SetTextureFilterMin(objPlayer, FILTER_ANISOTROPIC);
ObjRender_SetScaleXYZ(objPlayer, scale, scale, 1);
// Lower "speed" parameter = FASTER SPEED
loop{
frame++;
_RenderPlayerMovement(objPlayer, frame, 0, 0, 128, 192, scale, 3, 6);
if (frame >= (3*6-1)){frame = 0;}
yield;
}
}
// Handling of bomb
task _Bomb(){
// Fire rings explode in a straight line, bomb lasts 90 frames with 240-frame total invincibility
// Preparation
SetForbidPlayerShot(true);
SetForbidPlayerSpell(true);
SetPlayerInvincibilityFrame(120);
// Spell object
let manageObj = GetSpellManageObject(); // SPELL BEGINS
ObjSpell_Regist(manageObj);
// Fully refills chain gauge for 120 frames
// Activates chain but not FUN MODE
async{
loop(60){
SetCommonDataPtr(POINTER_CHAINCHECK, true);
SetCommonDataPtr(POINTER_CHAINGAUGE, 100);
yield;
}
}
task CreateFireRing(x, y){
float startAng = rand(0, 360);
ascent(i in 0..16){
int slash = CreatePlayerShotA1(x, y, 35, startAng + i * 360/16, shotDamageSpecial/8, 64, FIRE_SPECIAL);
ObjShot_SetPenetrateShotEnable(slash, false);
ObjRender_SetColorHSV(slash, 180, 255, 255);
_BulletRescalePlayer(slash, shotScale1*2.5, true, 1);
ObjShot_SetSpellFactor(slash, true);
ObjShot_SetEraseShot(slash, true);
Obj_SetRenderPriorityI(slash, plrender-1);
//ObjRender_SetBlendType(slash, BLEND_ADD_ARGB);
Fade(slash);
}
ObjSound_Play(Explosion2);
}
task Fade(int ID){
ObjRender_SetAlpha(ID, 255);
ObjMove_AddPatternA2(ID, 0, 40, NO_CHANGE, -40/25, 15, 0);
ascent(i in 0..15){
ObjRender_SetAlpha(ID, Interpolate_Accelerate(255, 0, i/15));
yield;
}
Obj_Delete(ID);
}
float bombX = playerX;
ascent(i in 0..15){
CreateFireRing(rand(0, STG_WIDTH), rand(0, STG_HEIGHT));
wait(4);
}
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]);
SetForbidPlayerShot(false);
Obj_Delete(manageObj); // !!! IMPORTANT !!!
wait(60);
SetForbidPlayerSpell(false);
}

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let current = GetCurrentScriptDirectory();
let path = current ~ "Player_ShotData.dnh";
LoadPlayerShotData(path);
// -----
const OPTION = 1;
const FIRE_NORMAL = 2;
const FIRE_SPECIAL = 3;
const FIRE_BASE = 4;

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shot_image = "./playerlib/PlSheet_Lavender.png"
ShotData{
id = 0 // Dummy
rect = (0,0,0,0)
render = ALPHA
alpha = 0
collision = 32
}
// Option
ShotData{
id = 1
rect = (0, 192, 128, 384)
render = ALPHA
alpha = 255
collision = 0 // Hitbox of arrows is not centered on the sprite
}
// Fire1
ShotData{
id = 2
rect = (128, 192, 256, 384)
render = ALPHA
alpha = 255
collision = 64 // Hitbox of arrows is not centered on the sprite
}
// Fire2
ShotData{
id = 3
rect = (512, 192, 640, 384)
render = ALPHA
alpha = 255
collision = 64 // Hitbox of arrows is not centered on the sprite
}
// Fire0
ShotData{
id = 4
rect = (384, 192, 512, 384)
render = ALPHA
alpha = 255
collision = 64 // Hitbox of arrows is not centered on the sprite
}

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2,0.57,,0.3442,,0.2691,0.3,0.2179,,0.3445,,,,,,,,,,,0.2992,,0.5139,,,1,,,,,,,masterVolume

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#include "./Player_Function_Laser.dnh"
// Shot Type
int[] optionArr = [];
float angSpace = 2.5;
float[] angStartArr = [];
// Far left, left, right, far right
float[] angStartUF = [230, 270, 270, 310];
float[] angStartUFAlt = [230, 275, 265, 310];
float[] angStartF = [250, 280, 260, 290];
float offsetX = 125;
float offsetY = 75;
int[] bulletNum = [4, 3, 3, 4];
task ShotType(){
}
task BaseShot(){
// 5 way shot
float[] angDist = [10, 5];
float ang = -7.5;
float ang2 = -22.5;
while(true){
if(GetVirtualKeyState(VK_SPELL) == KEY_FREE && IsPermitPlayerShot && !ripplayer){
// C for alt shot
if(GetVirtualKeyState(VK_USER1) != KEY_FREE){
if(shotspeed % 4 == 0){
ObjSound_Play(Base3);
ascent(i in 0..3){
let shotA = CreatePlayerShotA1(playerX, playerY, 52, ang2 - ang2 * (i * 1), shotDamageOption, 1.5, AMULET);
_BulletRescalePlayer(shotA, shotScaleOption, true, 1);
ObjRender_SetAlpha(shotA, shotAlpha);
Obj_SetRenderPriorityI(shotA, 41);
}
ascent(i in 0..3){
let shotB = CreatePlayerShotA1(playerX, playerY, 52, ang2 - ang2 * (i * 1) + 180, shotDamageOption, 1.5, AMULET);
_BulletRescalePlayer(shotB, shotScaleOption, true, 1);
ObjRender_SetAlpha(shotB, shotAlpha);
Obj_SetRenderPriorityI(shotB, 41);
}
}
}
// Z/Z+C for normal shot
else if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && GetVirtualKeyState(VK_USER1) == KEY_FREE){
if(shotspeed % 4 == 0){
ObjSound_Play(Base3);
ascent(b in -2..3){
let shotC = CreatePlayerShotA1(playerX, playerY, 52, 0 + ang * b, shotDamageOption, 1.5, AMULET);
_BulletRescalePlayer(shotC, shotScaleOption, true, 1);
ObjRender_SetAlpha(shotC, shotAlpha);
Obj_SetRenderPriorityI(shotC, 41);
}
}
}
else{}
}
yield;
}
}
task SpecialWeapon(){
// Create projectile, but disable hitbox & visibility
int golem = CreatePlayerShotA1(playerX+128, playerY, 0, 0, shotDamageSpecial * 5.25, 999999, GOLEM);
ObjShot_SetAutoDelete(golem, false);
ObjShot_SetEraseShot(golem, true);
ObjShot_SetPenetrateShotEnable(golem, true);
ObjShot_SetIntersectionEnable(golem, false);
Obj_SetVisible(golem, false);
ObjRender_SetAlpha(golem, 0);
ObjShot_SetSpellFactor(golem, true);
_BulletRescalePlayer(golem, 1.5, true, 1);
ObjShot_SetSpinAngularVelocity(golem, 6);
float i = 0;
while(true){
if(GetVirtualKeyState(VK_SPELL) != KEY_FREE && GetCommonDataPtr(POINTER_SPECIALAMMO, 100) > 0 && !ripplayer){
if(shotspeed % 4 == 0){ObjSound_Play(Fire);}
i = min(210, i+210/10);
ObjMove_SetPosition(golem, playerX + i, playerY);
ObjRender_SetAlpha(golem, min(255, ObjRender_GetAlpha(golem)+255/10));
//SetCommonDataPtr(POINTER_SPECIALCHECK, true);
SetCommonDataPtr(POINTER_CHAINCHECK, true);
SetPlayerSpeed(PlayerSpd[0]*1.5, PlayerSpd[1]*1.5);
// (Approx.) 20 ammo per second
SetCommonDataPtr(POINTER_SPECIALAMMO, max(0, GetCommonDataPtr(POINTER_SPECIALAMMO, 100)-(20/60)));
ObjShot_SetIntersectionEnable(golem, true);
Obj_SetVisible(golem, true);
// +1 rank per 10 seconds of use
SetCommonData("Rank", clamp(GetCommonData("Rank", 1)+1/600, 1, GetCommonData("MaxRank", 6)));
/*
if(shotspeed % 4 == 0){
float x = ObjMove_GetX(ID);
float y = ObjMove_GetY(ID);
// Minimal rank boost -> +0.5 rank for every 10 seconds of the wpn being used -> 1/20 rank every sec -> 1/300 rank every 4 frames
SetCommonData("Rank", clamp(GetCommonData("Rank", 1) + 1/300, GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
angFire[0] = 270 + angFlux * sin(ang1) + rand(-5, 5);
angFire[1] = 270 + angFlux * sin(ang2) + rand(-5, 5);
// YASS FIRE THOSE BITCH KILLER SLASHES
FireSlash(angFire[0], 50, 35, 45);
FireSlash(angFire[1], 50, 35, 45);
ang1 += 25;
ang2 -= 25;
}
*/
}
else{
// Refills 5 ammo per second
i = max(0, i-210/10);
ObjMove_SetPosition(golem, playerX + i, playerY);
ObjRender_SetAlpha(golem, max(0, ObjRender_GetAlpha(golem)-255/10));
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]);
SetCommonDataPtr(POINTER_SPECIALAMMO, min(100, GetCommonDataPtr(POINTER_SPECIALAMMO, 100)+(5/60)));
SetCommonDataPtr(POINTER_CHAINCHECK, false);
ObjShot_SetIntersectionEnable(golem, false);
//if(GetCommonDataPtr(POINTER_CHAINGAUGE, 0) <= 0){SetCommonDataPtr(POINTER_SPECIALCHECK, false);}
}
yield;
}
}
task FireSlash(
float angle, baseSpd,
int decelTime, lifeTime
){
int slash = CreatePlayerShotA1(playerX, playerY, baseSpd, angle, shotDamageSpecial, 8, 1);
ObjShot_SetPenetrateShotEnable(slash, false);
_BulletRescalePlayer(slash, shotScaleSpecial, true, 1);
Obj_SetRenderPriorityI(slash, plrender-1);
//ObjRender_SetBlendType(slash, BLEND_ADD_ARGB);
ObjSound_Play(Base5);
ObjShot_SetEraseShot(slash, true);
async{
ascent(i in 0..3){
int slashA = CreatePlayerShotA1(playerX, playerY, baseSpd, angle, shotDamageSpecial/5, 32, 1);
_BulletRescalePlayer(slashA, shotScaleSpecial/2, true, 1);
//ObjRender_SetBlendType(slashA, BLEND_ADD_ARGB);
ObjShot_SetPenetrateShotEnable(slashA, false);
Obj_SetRenderPriorityI(slashA, plrender-1);
Fade(slashA);
wait(10);
}
}
task Fade(int ID){
ObjMove_AddPatternA2(ID, 0, baseSpd/2, [rand(180, 230), rand(-50, 30)][rand_int(0, 1)], (-baseSpd/2)/(decelTime), 2, 0);
ascent(i in 0..(decelTime)){
ObjRender_SetAlpha(ID, Interpolate_Accelerate(shotAlpha, 0, i/(decelTime)));
yield;
}
Obj_Delete(ID);
}
async{
ObjMove_SetAcceleration(slash, -baseSpd/decelTime);
ObjMove_SetMaxSpeed(slash, baseSpd/50);
ObjRender_SetAlpha(slash, shotAlpha);
ascent(i in 0..decelTime){
ObjRender_SetScaleXYZ(slash, Interpolate_Accelerate(shotScaleSpecial/1.25, shotScaleSpecial, i/decelTime));
yield;
}
ascent(i in 0..(lifeTime-decelTime)){
ObjRender_SetAlpha(slash, Interpolate_Accelerate(shotAlpha, 0, i/(lifeTime-decelTime)));
yield;
}
Obj_Delete(slash);
}
}
// Bomb
// Holy fuck its literally YoumuA IBP

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// Particle list for laser effect
int LaserEffect = ObjParticleList_Create(OBJ_PARTICLE_LIST_2D);
int[] rect = [704, 192, 768, 256];
ObjPrim_SetTexture(LaserEffect, "script/player/Kouryuu/playerlib/PlSheet_Kouryuu.png");
Obj_SetRenderPriorityI(LaserEffect, 41);
ObjPrim_SetPrimitiveType(LaserEffect, PRIMITIVE_TRIANGLELIST);
ObjPrim_SetVertexCount(LaserEffect, 4);
ObjRender_SetBlendType(LaserEffect, BLEND_ADD_ARGB);
// Left-top, right-top, left-bottom, right-bottom
ObjPrim_SetVertexUVT(LaserEffect, 0, rect[0], rect[1]);
ObjPrim_SetVertexUVT(LaserEffect, 1, rect[2], rect[1]);
ObjPrim_SetVertexUVT(LaserEffect, 2, rect[0], rect[3]);
ObjPrim_SetVertexUVT(LaserEffect, 3, rect[2], rect[3]);
// Vertex positions are offset with deltas so that the sprite is centered
float dU = (rect[2] - rect[0])/2;
float dV = (rect[3] - rect[1])/2;
ObjPrim_SetVertexPosition(LaserEffect, 0, -dU, -dV, 1);
ObjPrim_SetVertexPosition(LaserEffect, 1, dU, -dV, 1);
ObjPrim_SetVertexPosition(LaserEffect, 2, -dU, dV, 1);
ObjPrim_SetVertexPosition(LaserEffect, 3, dU, dV, 1);
ObjPrim_SetVertexIndex(LaserEffect, [0, 1, 2, 1, 2, 3]);
task _CreateLaserParticle(float x, float y, float spdX, float spdY, float baseAng){
int effectLength = 45;
let x_speed = spdX;
let y_speed = spdY;
let z_add = rand(-5, 5);
ascent(i in 0..effectLength){
_PetalMovement(Interpolate_Decelerate(1, 0.5, i/effectLength), Interpolate_Decelerate(255, 0, i/effectLength));
yield;
}
task _PetalMovement(scale, alpha){
ObjParticleList_SetScale(LaserEffect, scale);
ObjParticleList_SetAngleZ(LaserEffect, baseAng);
ObjParticleList_SetPosition(LaserEffect, x, y, 1);
ObjParticleList_SetAlpha(LaserEffect, alpha);
//Submits the current data to an instance, cleared every frame.
ObjParticleList_AddInstance(LaserEffect);
x += x_speed;
y += y_speed;
baseAng += z_add;
yield;
}
}
//
task _LaserSpriteRender(
img, int target, float targetAng,
int rectLeft, int rectTop, int rectRight, int rectBottom,
float scaleX, float scaleY, int renderPriority, float alpha,
float scaleSpeed
){
int[] EnemyList = [];
let lasersprite = ObjPrim_Create(OBJ_SPRITE_2D);
float scaleXBoost = 0;
float scaleXBoostMax = 0.05;
float ang = 180;
ObjPrim_SetTexture(lasersprite, img);
ObjSprite2D_SetSourceRect(lasersprite, rectLeft, rectTop, rectRight, rectBottom);
ObjRender_SetScaleXYZ(lasersprite, 0, scaleY, 1);
ObjSprite2D_SetDestRect(lasersprite, -(rectRight-rectLeft)/2, 0, (rectRight-rectLeft)/2, rectTop-rectBottom);
Obj_SetRenderPriorityI(lasersprite, renderPriority);
ObjRender_SetAlpha(lasersprite, 0);
ObjRender_SetBlendType(lasersprite, BLEND_ADD_ARGB);
async{
loop{
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && !ripplayer && IsPermitPlayerShot){
// Assumes the intersecting color is right next to the right of the original color
if (length(EnemyList) > 0) {ObjSprite2D_SetSourceRect(lasersprite, rectRight, rectTop, rectRight+(rectRight-rectLeft), rectBottom);}
else{ObjSprite2D_SetSourceRect(lasersprite, rectLeft, rectTop, rectRight, rectBottom);}
float targetx = ObjRender_GetX(target);
float targety = ObjRender_GetY(target);
ObjRender_SetScaleX(lasersprite, min(scaleX+scaleXBoost, ObjRender_GetScaleX(lasersprite) + scaleSpeed));
scaleXBoost = scaleXBoostMax * sin(ang);
ObjRender_SetAlpha(lasersprite, min(alpha, ObjRender_GetAlpha(lasersprite)+alpha/5));
ObjRender_SetAngleZ(lasersprite, targetAng);
ObjRender_SetPosition(lasersprite, targetx, targety, 1);
ang += 25;
yield;
}
else{
ObjRender_SetScaleX(lasersprite, max(0, ObjRender_GetScaleX(lasersprite) - scaleSpeed));
ObjRender_SetAlpha(lasersprite, max(0, ObjRender_GetAlpha(lasersprite)-alpha/5));
yield;
}
yield;
}
}
}
function _RenderLaser(target, float ang, float maxintersectX, float maxLength, float width, float speedLength, float dmg){ /* */
int[] EnemyList = [];
float angRender = asin(maxintersectX/absolute(maxLength));
//int laser = CreatePlayerShotA1(ObjRender_GetX(target), ObjRender_GetY(target), 0, ang, dmg, 9999999, 0);
int laser = CreateStraightLaserA1(ObjRender_GetX(target), ObjRender_GetY(target), ang-90, maxLength, width, 99999999, 0, 1);
ObjLaser_SetInvalidLength(laser, 0, 0);
ObjShot_SetDamage(laser, dmg);
ObjShot_SetAutoDelete(laser, false);
Obj_SetRenderPriorityI(laser, plrender-1);
_Follow(laser, target);
_LaserSpriteRender(
plimg, laser, ang,
256, 192, 384, 384,
1, 20, plrender-1, shotAlpha,
0.1
);
// This also affects damage of the laser, not just effects
LaserHitEffect(EnemyList, laser, dmg);
// When shot key is being held, create a line intersection that stretches across the laser.
/*
Calculations:
startx: x of target
starty: y of target
endx: x of laser
endy: maxLength
width = width of laser
*/
async{
loop{
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && !ripplayer && IsPermitPlayerShot){
if(shotspeed % 5 == 0){
ObjSound_Play(Base2);
}
ObjShot_SetIntersectionEnable(laser, true);
//ObjShot_SetIntersectionLine(laser, ObjRender_GetX(target), ObjRender_GetY(target), ObjRender_GetX(target)+maxintersectX, -maxLength, width);
//WriteLog(ObjMove_GetX(laserfwd));
yield;
}
else{
ObjShot_SetIntersectionEnable(laser, false);
ObjShot_SetPenetration(laser, 99999999);
yield;
}
}
}
// After shot key is released, let the laser leave and then delete it.
return laser;
}
task LaserHitEffect(int[] EnemyList, int target, float basedmg){
async{
loop{
EnemyList = ObjCol_GetListOfIntersectedEnemyID(target);
yield;
}
}
// Particle effects
async{
loop{
ascent(i in -1..length(EnemyList)-1){
_CreateLaserParticle(ObjMove_GetX(EnemyList[i])+prand(-30, 30), ObjMove_GetY(EnemyList[i])+prand(-30, 30), [prand(-8, -5), prand(-4, 4), prand(5, 8)][prand_int(0, 2)], [prand(-8, -6), prand(6, 8)][prand_int(0, 1)], rand(0, 360));
}
//Resort;
//WriteLog(EnemyList);
wait(rand_int(6, 9));
}
}
// Damage effects
}
task _Follow(follower, followed){
while(!Obj_IsDeleted(follower)){
float x = ObjRender_GetX(followed);
float y = ObjRender_GetY(followed);
ObjMove_SetPosition(follower, x, y);
yield;
}
}

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@ -0,0 +1,354 @@
#TouhouDanmakufu[Player]
#ScriptVersion[3]
#ID["PL_NARUMI"]
#Title["Narumi Yatadera"]
#Text["Player 0"]
//#Image["./mariremi_lib/mariremi_illust.png"]
#ReplayName["Narumi"]
#include "script/KevinSystem/kevin_system/Lib_Const.dnh"
#include "script/KevinSystem/Kevin_PlayerLib.txt"
#include "script/KevinSystem/PlayerSoundLib.dnh"
#include "./Player_Function.dnh"
#include "./Player_ShotConst.dnh"
#include "script/KevinSystem/kevin_system/Kevin_ItemConst.txt"
#include "script/KevinSystem/kevin_system/Kevin_ItemLib.txt"
let csd = GetCurrentScriptDirectory();
// Global Variables
float maxX = GetStgFrameWidth();
float maxY = GetStgFrameHeight();
// Images & Sound
let teamimg = csd ~ "./playerlib/Player_Sheet.png";
LoadTextureEx(teamimg, true, true);
//ObjRender_SetTextureFilterMip(teamimg, FILTER_LINEAR);
let plimg = csd ~ "./playerlib/PlSheet_Narumi.png";
LoadTextureEx(plimg, true, true);
ObjRender_SetTextureFilter(plimg, FILTER_NONE, FILTER_NONE, FILTER_NONE);
let sndpath = csd ~ "./sound";
int[] _enemyArray = [];
int[] _existArray = [];
int[] _shotArray = [];
bool isChain = false;
bool isUseSpecialWpn = false;
float curChain = 0;
// Other stuff
float playerX = 0;
float playerY = 0;
let objPlayer = GetPlayerObjectID();
int plrender = 42;
bool ripplayer = false;
float shotspeed = 0;
float bombrand = 0;
int grazecounter = 0; // For basic graze = PIV mechanic
int shotAlpha = (GetAreaCommonData("Config", "PlayerShotOpacity", 255)*0.01)*255;
float shotDamageOption = 4;
float shotScaleOption = 1;
float shotDamageLaser = 2;
float shotScaleLaser = 1;
float shotDamageSpecial = 5;
float shotScaleSpecial = 1;
float[] PlayerSpd = [12, 6];
// 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);
SetAreaCommonData("PIV", "ChainAmount", 1);
}
else{}
SetPlayerStateEndEnable(true);
// Stuff
Parameter();
RenderPlayer();
BaseShot();
SpecialWeapon();
Obj_SetRenderPriorityI(objPlayer, 43);
plrender = Obj_GetRenderPriorityI(objPlayer);
_SoundTask();
//SetIntersectionVisualization(true); // Debug
_Mechanic(ripplayer, _enemyArray, _existArray, GetStgFrameWidth(), GetStgFrameHeight(), objPlayer, GetEnemyBossSceneObjectID(), 1, 2, 80);
_ShowChain();
//_HandleChainGauge();
//_HitboxRender(ripplayer, objPlayer, plimg, teamimg, 768, 192, 832, 256, 1536, 896, 2048, 1408, 0.5, 0.65);
SetShotAutoDeleteClip(96, 84, 96, 84);
_Countdown();
// Shot data loading
LoadPlayerShotData(csd ~ "./Player_ShotData.dnh");
}
@MainLoop{
_enemyArray = GetIntersectionRegistedEnemyID;
shotspeed += 1; // Managing the shot rate
//_shotArray = GetAllShotID(TARGET_PLAYER);
//UniversalAlphaHandle(_shotArray);
plrender = Obj_GetRenderPriorityI(objPlayer);
playerX = ObjMove_GetX(objPlayer);
playerY = ObjMove_GetY(objPlayer);
yield;
}
@Event{
alternative(GetEventType)
// Delete effect
case(EV_DELETE_SHOT_PLAYER){
if(GetCommonDataPtr(EFFECTCUT_PTR, 0) >= 3){}
else{
let graphic = GetEventArgument(2);
float[] position = GetEventArgument(1);
let obj = CreatePlayerShotA1(position[0], position[1], 0, ObjMove_GetAngle(GetEventArgument(0))+rand(-15, 15), 0, 99999, graphic);
ObjShot_SetIntersectionEnable(obj, false);
_DeleteEffect(obj, 1);
}
//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){
SetScriptResult(false);
}
case(EV_HIT){
}
case(EV_CHAIN_MAX){
if(!isChain){
ObjSound_Play(Shine);
isChain = true;
curChain = GetCommonDataPtr(POINTER_CHAIN, 1);
}
else{}
}
case(EV_CHAIN_RELEASE){
}
case(EV_CHAIN_END){
SetAreaCommonData("PIV", "ChainAmount", 1);
isChain = false;
// Increase rank depending on curChain (>= 32), then reset curChain. MAX CHAIN increases rank by 0.4.
if(curChain >= 32){
SetCommonData("Rank", clamp(GetCommonData("Rank", 1) + Interpolate_Linear(0.25, 0.5, curChain/64), GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
}
curChain = 1;
}
case(EV_PLAYER_SHOOTDOWN){
ObjSound_Play(PlayerDie2);
SetPlayerSpell(0);
ripplayer = true;
DeleteShotAll(TYPE_SHOT, TYPE_ITEM);
SetCommonData("Rank", clamp(GetCommonData("Rank", 1) * 0.75, GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
_DeathMove();
}
case(EV_PLAYER_REBIRTH){
ripplayer = false;
SetPlayerInvincibilityFrame(180);
//_Countdown();
_SigilCall(false, teamimg, 768+256, 512, 768+512, 768, objPlayer, 150);
}
case(EV_GRAZE){
}
}
@Finalize{
}
// Basic player parameters
task Parameter(){
// im trying to not be collected by the player but their item scope is dummy thicc and im alerted by its cheek
SetPlayerItemScope(360);
SetPlayerLife(9); // Debug
SetPlayerSpell(0);
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]); // (original: 5.25/2.0)
SetPlayerRebirthFrame(0); // No bombs
SetPlayerDownStateFrame(90);
SetPlayerAutoItemCollectLine(GetStgFrameHeight/3);
SetPlayerRebirthLossFrame(0);
ObjPlayer_AddIntersectionCircleA1(objPlayer, 0, 0, 2, 40);
}
// Player render
task RenderPlayer(){
// Why is this movement code so cursed jesus fucking christ
float scale = 1; // Scalies
int frame = 0;
int spd = 12;
int frame_hbox = 0;
ObjPrim_SetTexture(objPlayer, plimg);
ObjSprite2D_SetSourceRect(objPlayer, 0, 0, 192, 192);
ObjSprite2D_SetDestCenter(objPlayer);
Obj_SetRenderPriorityI(objPlayer, plrender);
ObjRender_SetScaleXYZ(objPlayer, scale, scale, 1);
int hitbox = ObjPrim_Create(OBJ_SPRITE_2D);
ObjPrim_SetTexture(hitbox, plimg);
ObjSprite2D_SetSourceRect(hitbox, 384, 0, 448, 64);
ObjSprite2D_SetDestCenter(hitbox);
ObjRender_SetScaleXYZ(hitbox, scale, scale, 1);
ObjRender_SetBlendType(hitbox, BLEND_ALPHA);
Obj_SetRenderPriorityI(hitbox, 79);
Obj_SetVisible(hitbox, false);
// Lower "speed" parameter = FASTER SPEED
// FOR WHEN ONLY IDLE SPRITES ARE DONE
while(true){
frame++;
frame_hbox++;
ObjRender_SetPosition(hitbox, playerX, playerY, 1);
if(ripplayer){
ObjSprite2D_SetSourceRect(objPlayer, 0, 384, 192, 576);
Obj_SetVisible(hitbox, false);
}
else{
if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
ObjSprite2D_SetSourceRect(hitbox, 384+64*floor(frame_hbox/9), 0, 64+384+64*floor(frame_hbox/9), 64);
Obj_SetVisible(hitbox, true);
_RenderPlayerMovement(objPlayer, frame, 0, 192, 192, 192, scale, 2, spd);
}
else{
_RenderPlayerMovement(objPlayer, frame, 0, 0, 192, 192, scale, 2, spd);
Obj_SetVisible(hitbox, false);
}
}
if (frame >= (2*spd-1)){frame = 0;}
if (frame_hbox >= (3*9-1)){frame_hbox = 0;}
yield;
}
}
task _DeathMove(){
int afterimage = ObjPrim_Create(OBJ_SPRITE_2D);
ObjPrim_SetTexture(afterimage, plimg);
ObjSprite2D_SetSourceRect(afterimage, 0, 384, 192, 576);
ObjSprite2D_SetDestCenter(afterimage);
ObjRender_SetBlendType(afterimage, BLEND_ALPHA);
Obj_SetRenderPriorityI(afterimage, 40);
float[] curdest = [playerX, playerY];
float[] dest = [clamp(playerX-256, 0, GetStgFrameWidth()), playerY];
SetPlayerRebirthPosition(dest[0], dest[1]);
ascent(i in 0..30){
ObjRender_SetPosition(afterimage, Interpolate_Decelerate(curdest[0], dest[0], i/30), playerY, 1);
yield;
}
wait(60);
Obj_Delete(afterimage);
}

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@ -0,0 +1,9 @@
let current = GetCurrentScriptDirectory();
let path = current ~ "Player_ShotData.dnh";
LoadPlayerShotData(path);
// -----
const AMULET = 1;
const GOLEM = 2;

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@ -0,0 +1,29 @@
shot_image = "./playerlib/PlSheet_Narumi.png"
ShotData{
id = 0 // Dummy
rect = (0,0,0,0)
render = ALPHA
alpha = 0
collision = 32
}
// Fire
ShotData{
id = 1
rect = (640, 256, 768, 384)
render = ALPHA
alpha = 255
collision = 64 // Hitbox of arrows is not centered on the sprite
}
// Golem
ShotData{
id = 2
rect = (640, 0, 896, 256)
render = ALPHA
alpha = 255
collision = 128 // Hitbox of arrows is not centered on the sprite
}

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