ScarletBlackMarket/script/player/Jam8_Rinnosuke/Rinnosuke_Main.dnh

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2022-08-20 05:42:00 +00:00
#TouhouDanmakufu[Player]
#ScriptVersion[3]
#ID["Rinno"]
#Title["Rinnosuke"]
#Text["Unfocused Shot: Rage of the Electronic[r]Focused Shot: Doomsday Button[r]Spell Card: Prototype \"Volatile Hakkero\""]
//#Image["./kevkou_lib/gayimg.png"]
#ReplayName["Rinno"]
#include "script/KevinSystem/Kevin_PlayerLib.txt"
#include "./Rinnosuke_ShotConst.dnh"
#include "./soundlib.txt"
#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();
int targetedenemy = 0; // This will be used to store the enemy ID Kouda's homing shots aim at
// Images & Sound
let teamimg = "script/TouhouJam8_SRE/Jam8_Resource/jam8Sprite.png";
LoadTextureEx(teamimg, true, true);
//ObjRender_SetTextureFilterMip(teamimg, FILTER_LINEAR);
let sndpath = csd ~ "./sound";
// Other stuff
float playerX = 0;
float playerY = 0;
let objPlayer = GetPlayerObjectID();
int plrender = Obj_GetRenderPriorityI(objPlayer);
bool ripplayer = false;
float shotspeed = 0;
float bombrand = 0;
bool bombenable = false;
bool focusactive = false;
bool ishoming = false;
int[] _enemyArray = []; // Prepare an array to store enemy IDs for Kouda's homing shot
int[] _existArray = [];
int grazecounter = 0; // For basic graze = PIV mechanic
// Custom events for scoring mechanic
const EV_PIV_100 = EV_USER + 100i; // Normal enemies and nons
const EV_PIV_250 = EV_USER + 101i; // Spells
const EV_PIV_500 = EV_USER + 102i; // Last Spells
const EV_PIV_2000 = EV_USER + 103i; // What.
@Initialize{
if(!IsCommonDataAreaExists("PIV")){
CreateCommonDataArea("PIV");
SetAreaCommonData("PIV", "currentvalue", 10000);
}
else{}
// Stuff
parameterrender();
playerrender();
plrender = Obj_GetRenderPriorityI(objPlayer);
_SoundTask();
_Mechanic(ripplayer, _enemyArray, _existArray, GetStgFrameWidth(), GetStgFrameHeight(), objPlayer, GetEnemyBossSceneObjectID(), 3, 2, 30);
_HitboxRender(ripplayer, objPlayer, teamimg, teamimg, 512, 0, 640, 128, 768, 0, 1024, 256, 0.2, 1);
// Shot functions
//_EnemySelect();
_Homing();
//_UnfocusedShot();
//_ShotType();
// Shot data loading
LoadPlayerShotData(csd ~ "./Rinnosuke_ShotData.dnh");
}
@MainLoop{
_enemyArray = GetIntersectionRegistedEnemyID; // Constantly update the enemy ID array
shotspeed += 1; // Managing the shot rate
playerX = ObjMove_GetX(objPlayer);
playerY = ObjMove_GetY(objPlayer);
yield;
}
@Event{
alternative(GetEventType)
// PIV-item spawning events
case(EV_DELETE_SHOT_PLAYER){
let graphic = GetEventArgument(2);
float[] position = GetEventArgument(1);
let obj = CreatePlayerShotA1(position[0], position[1], 0, 0, 0, 99999, graphic);
ObjShot_SetIntersectionEnable(obj, false);
_DeleteEffect(obj);
}
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();
_SigilCall(false, teamimg, 256, 512, 512, 768, objPlayer, GetPlayerInvincibilityFrame());
}
else {
SetScriptResult(false);
}
}
case(EV_HIT){
//_DeathbombWarning(teamimg, [2560, 512, 2560+512, 1024], 30, 0.65);
ObjSound_Play(predeathsfx);
}
case(EV_PLAYER_SHOOTDOWN){
ObjSound_Play(deathsfx);
ripplayer = true;
_SigilCall(true, teamimg, 0, 512, 256, 768, objPlayer, 120);
}
case(EV_PLAYER_REBIRTH){
ripplayer = false;
SetPlayerInvincibilityFrame(180);
_SigilCall(false, teamimg, 256, 512, 512, 768, objPlayer, GetPlayerInvincibilityFrame());
SetPlayerSpell( max(3, GetPlayerSpell()) );
}
case(EV_GRAZE){
grazecounter += GetEventArgument(0);
while(grazecounter >= 10){
SetAreaCommonData("PIV", "currentvalue", GetAreaCommonData("PIV", "currentvalue")+10);
grazecounter -= 10;
}
}
}
@Finalize{
}
task _DeleteEffect(obj){
ObjRender_SetBlendType(obj, BLEND_ADD_ARGB);
ascent(i in 0..30){
ObjRender_SetAlpha(obj, Interpolate_Decelerate(120, 0, i/30));
ObjRender_SetScaleXYZ(obj, Interpolate_Decelerate(0.5, 2, i/30));
yield;
}
Obj_Delete(obj);
}
// Basic player parameters
task parameterrender(){
SetPlayerItemScope(200); // Special Ability 1
SetPlayerLife(5); // Debug
SetPlayerSpell(3);
SetPlayerSpeed(6.5, 2.8); // (original: 4.5/1.75)
SetPlayerRebirthFrame(30); // Special Ability 2
SetPlayerAutoItemCollectLine(GetStgFrameHeight/3); //596x632 STG frame
SetPlayerRebirthLossFrame(0);
ObjPlayer_AddIntersectionCircleA1(objPlayer,0,0,1.5,25);
}
// Renders the shottype
// Selects an enemy to home on.
task _HomeShot(int shot_) {
float duration = 55;
bool homingBool = false;
float basepenetrate = ObjShot_GetPenetration(shot_);
float basedmg = ObjShot_GetDamage(shot_);
// Original code
async{
_BulletRescalePlayer(shot_, 0.75, true, 1.1);
}
//
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(objPlayer), enemyY - ObjMove_GetY(objPlayer));
// Locks the shot onto the enemy.
if (shotDist < targetDist) {
targetDist = shotDist;
targetID = enemy;
homingBool = true;
}
}
}
// Code to handle the actual homing.
if (homingBool) {
for (int f = 0; t < duration && !Obj_IsDeleted(shot_) && !Obj_IsDeleted(targetID) && ObjEnemy_GetInfo(targetID, INFO_LIFE) != 0 && !ObjCol_IsIntersected(shot_); t++) {
ObjShot_SetAutoDelete(shot_, false);
float shotAngle = NormalizeAngle(ObjMove_GetAngle(shot_)); // Angle of the player shot
float targetAngle = NormalizeAngle(atan2(ObjMove_GetY(targetID) - ObjMove_GetY(shot_), ObjMove_GetX(targetID) - ObjMove_GetX(shot_))); // Returns angle from the shot to the enemy.
float angleDistance = AngularDistance(shotAngle, targetAngle); // Angular distance between enemy and player shot
float homeRate = Interpolate_Decelerate(0, 0.75, min(60, f) / 60);
// Homing speed?
ObjMove_SetAngle(shot_, Interpolate_Accelerate(shotAngle, shotAngle + angleDistance, homeRate)); // Interpolate_Necko
f++;
yield;
}
ObjShot_SetAutoDelete(shot_, true);
ObjMove_SetAngularVelocity(shot_, 0);
homingBool = false;
}
}
yield;
}
}
task _Homing(){
let optionA = PlayerOption(50, 0, 256, 256, 512, 512);
let optionB = PlayerOption(-50, 0, 256, 256, 512, 512);
let optionC = PlayerOption(90, 30, 256, 256, 512, 512);
let optionD = PlayerOption(-90, 30, 256, 256, 512, 512);
int shotspeedhome = 0;
int[] optionList = [optionA, optionB, optionC, optionD];
int[] optionList1 = [optionA, optionC];
int[] optionList2 = [optionB, optionD];
int a = 0;
loop{
if(shotspeedhome % 5 == 0 && GetVirtualKeyState(VK_SHOT) != KEY_FREE && IsPermitPlayerShot && !ripplayer){
if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
for each (int option in ref optionList){
//"l
float x = ObjRender_GetX(option);
float y = ObjRender_GetY(option);
let shotA = CreatePlayerShotA1(x, y, 15, 270, 2.65, 2, FOCUSED);
//ObjMove_AddPatternA2(shotA, 1, 5, NO_CHANGE, -0.1, 3.75, rand(-0.4, 0.4));
_HomeShot(shotA);
}
ascent(i in -2..3){
int shot = CreatePlayerShotA1(playerX, playerY, 17, 270-5*i, 3.5, 2, UNFOCUSED);
_BulletRescalePlayer(shot, 0.5, true, 1);
}
}
else{
for each (int option in ref optionList1){
//"
float x = ObjRender_GetX(option);
float y = ObjRender_GetY(option);
ascent(i in -1..2){
int shot = CreatePlayerShotA1(x, y, 17, 240-10*i, 4, 1.75, UNFOCUSED);
_BulletRescalePlayer(shot, 0.5, true, 1);
}
}
for each (int option in ref optionList2){
//"
float x = ObjRender_GetX(option);
float y = ObjRender_GetY(option);
ascent(i in -1..2){
int shot = CreatePlayerShotA1(x, y, 17, 300+10*i, 4, 1.75, UNFOCUSED);
_BulletRescalePlayer(shot, 0.5, true, 1);
}
}
}
}
shotspeedhome++;
yield;
}
}
// Player option rendering
function PlayerOption(offsetx, offsety, left, top, right, bottom){
let option = ObjPrim_Create(OBJ_SPRITE_2D);
bool visible;
int animate = 0;
float optx;
float opty;
ObjPrim_SetTexture(option, teamimg);
ObjSprite2D_SetSourceRect(option, left, top, right, bottom);
ObjSprite2D_SetDestCenter(option);
ObjRender_SetScaleXYZ(option, 0.25, 0.25, 1);
ObjRender_SetBlendType(option, BLEND_ALPHA);
ObjRender_SetAlpha(option, 180);
Obj_SetRenderPriorityI(option, 41);
ObjRender_SetPosition(option, offsetx, offsety, 1);
async{
loop{
ObjRender_SetPosition(option, GetPlayerX()+offsetx, GetPlayerY()+offsety, 1);
yield;
}
}
async{
loop{
if(ripplayer){Obj_SetVisible(option, false); visible = false;}
else {Obj_SetVisible(option, true); visible = true;}
yield;
}
}
return option;
}
// Player sprites
task playerrender(){
// Why is this movement code so cursed jesus fucking christ
float scale = 0.4; // Scalies
ObjPrim_SetTexture(objPlayer, teamimg);
ObjSprite2D_SetSourceRect(objPlayer, 0, 256, 256, 512);
ObjSprite2D_SetDestCenter(objPlayer);
Obj_SetRenderPriorityI(objPlayer, 42);
ObjRender_SetScaleXYZ(objPlayer, scale, scale, 1);
}
task Bomb(){
// Preparation
//SetForbidPlayerShot(true);
SetForbidPlayerSpell(true);
SetPlayerInvincibilityFrame(300);
// Spell object
let manageObj = GetSpellManageObject(); // SPELL BEGINS
ObjSpell_Regist(manageObj);
ObjSound_Play(bombsfx);
// Spell
int hakkero = CreatePlayerShotA1(playerX, playerY, 0, 0, 12, 999999, BOMB);
ObjShot_SetIntersectionEnable(hakkero, true);
ObjShot_SetEraseShot(hakkero, true);
ObjShot_SetSpellFactor(hakkero, true);
async{
ascent(i in 0..45){
_BulletRescalePlayer(hakkero, Interpolate_Decelerate(0.5, 2.25, i/45), true, 1);
ObjRender_SetAlpha(hakkero, Interpolate_Decelerate(0, 255, i/45));
yield;
}
}
ascent(i in 0..240){
yield;
}
// Cleanup, end of spell
ObjShot_FadeDelete(hakkero);
SetForbidPlayerShot(false);
wait(60);
SetForbidPlayerSpell(false);
Obj_Delete(manageObj); // !!! IMPORTANT !!!
}
// Screenshake function for bomb's duration - adapted from Sparen's tutorials
task _BombShake(shaketime, intensity){
float baseintensity = intensity;
float shakeno = shaketime;
ascent(i in 0..shakeno){
Set2DCameraFocusX(GetStgFrameWidth/2 + rand(-intensity, intensity));
Set2DCameraFocusY(GetStgFrameHeight/2 + rand(-intensity, intensity));
intensity = Interpolate_Decelerate(0, baseintensity, 1-i/shakeno);
shaketime--;
yield;
}
while(shaketime > 0){yield;}
Set2DCameraFocusX(GetStgFrameWidth/2);
Set2DCameraFocusY(GetStgFrameHeight/2);
yield;
}