Add Patchouli spell, minor balancing changes to other attacks (Normal/Hard Only)
Before Width: | Height: | Size: 844 KiB After Width: | Height: | Size: 896 KiB |
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@ -40,26 +40,27 @@ task _RenderBoss(int enemy){
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int aniidle = 0;
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int aniidle = 0;
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string tex = "script/game/StageLib/BossAsset.png";
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string tex = "script/game/resourceLib/Spritesheet_StationJam.png";
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LoadTextureEx(tex, true, true);
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LoadTextureEx(tex, true, true);
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ObjPrim_SetTexture(enemy, tex);
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ObjPrim_SetTexture(enemy, tex);
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ObjSprite2D_SetSourceRect(enemy, 0, 0, 512, 512);
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ObjSprite2D_SetSourceRect(enemy, 1280, 0, 1280+256, 256);
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ObjSprite2D_SetDestCenter(enemy);
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ObjSprite2D_SetDestCenter(enemy);
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ObjRender_SetScaleXYZ(enemy, 0.48);
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ObjRender_SetScaleXYZ(enemy, 1);
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int nameText = CreateTextObject(
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int nameText = CreateTextObject(
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GetStgFrameWidth()*0.38, 10, 42,
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GetStgFrameWidth()*0.3, 200, 25,
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"BOSS: Chimata Tenkyuu", "Connecting Chain Handserif",
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"REMILIA SCARLET", "Origami Mommy",
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0x8ABFFF, 0xFFFFFF,
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0xFF5A5A, 0xFFFFFF,
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0x552A9C, 3,
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0x791D1D, 3,
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1
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1
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);
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);
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ObjRender_SetAngleZ(nameText, -90);
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ObjText_SetFontBold(nameText, true);
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ObjText_SetFontBold(nameText, true);
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_BossMarker(enemy, tex, 512, 0, 768, 256, 0.45, 30);
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//_BossMarker(enemy, tex, 512, 0, 768, 256, 0.45, 30);
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while(!Obj_IsDeleted(enemy)){
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while(!Obj_IsDeleted(enemy)){
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@ -158,6 +159,37 @@ function <int> _CreateEnemy(
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}
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}
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// Special overload for creating hitbox/hurtboxless enemies.
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function <int> _CreateEnemy(
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bool intersectionrender,
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float spawnX, float spawnY, float destX, float destY, int spawntime,
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float spawnScale, float destScale,
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float health, float sizeHitbox, float sizeHurtbox,
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texture,
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int rectLeft, int rectTop, int rectRight, int rectBottom){
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// Essentials
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int enemyID = ObjEnemy_Create(OBJ_ENEMY);
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ObjEnemy_Regist(enemyID);
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ObjEnemy_SetLife(enemyID, health);
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ObjEnemy_SetAutoDelete(enemyID, true);
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// TBA: Handle animations
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ObjPrim_SetTexture(enemyID, texture);
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ObjSprite2D_SetSourceRect(enemyID, rectLeft, rectTop, rectRight, rectBottom);
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ObjSprite2D_SetDestCenter(enemyID);
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// Spawning
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_FadeInSpawn(enemyID, spawnX, spawnY, destX, destY, spawnScale, destScale, spawntime);
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if (intersectionrender){_HandleEnemyWellbeing(enemyID, sizeHitbox, sizeHurtbox);}
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else{}
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return enemyID;
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}
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// Hitbox and deletion
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// Hitbox and deletion
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task _HandleEnemyWellbeing(int enemyID, float sizeHitbox, float sizeHurtbox){
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task _HandleEnemyWellbeing(int enemyID, float sizeHitbox, float sizeHurtbox){
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@ -39,7 +39,7 @@ let bossdiesnd = ObjSound_Create();
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*/
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*/
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int[] denseTrailSpiral = [7, 8, 10];
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int[] denseTrailSpiral = [7, 8, 10];
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float[] wvelTrailBubble = [3, 4, 5];
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float[] wvelTrailBubble = [2.5, 3.5, 4.5];
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float[] spdTrailBubble = [13, 14, 16];
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float[] spdTrailBubble = [13, 14, 16];
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int[] denseTrailCurve = [1, 1, 1];
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int[] denseTrailCurve = [1, 1, 1];
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@ -67,12 +67,12 @@ See trail burst above but x2.
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*/
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*/
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int[] denseAimedSpiral = [9, 10, 11];
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int[] denseAimedSpiral = [9, 10, 11];
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float[] wvelAimedBubble = [1.25, 1.4, 1.75];
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float[] wvelAimedBubble = [1.15, 1.35, 1.7];
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float[] spdAimedBubble = [12, 14, 16];
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float[] spdAimedBubble = [12, 14, 16];
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int[] delayAimed = [11, 9, 7];
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int[] delayAimed = [12, 10, 8];
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float[] accelAimed = [6/60, 8/50, 10/40];
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float[] accelAimed = [8/60, 9/50, 10/40];
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float[] maxspdAimed = [7, 8, 9];
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float[] maxspdAimed = [8, 9, 10];
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int[] delayBeforeAim = [40, 30, 20];
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int[] delayBeforeAim = [40, 30, 20];
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int[] delayFinalBurst = [45, 35, 30];
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int[] delayFinalBurst = [45, 35, 30];
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@ -90,7 +90,7 @@ int[] thresholdStopSpin = [80, 70, 60];
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_InitDifficulty(difficultySelect);
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_InitDifficulty(difficultySelect);
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//difficultySelect = 1; // debug
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difficultySelect = 1; // debug
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SetShotAutoDeleteClip(64, 64, 64, 64);
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SetShotAutoDeleteClip(64, 64, 64, 64);
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@ -330,13 +330,22 @@ task _ShotAimed(shot, ang){
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float x2 = ObjMove_GetX(shot);
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float x2 = ObjMove_GetX(shot);
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float y2 = ObjMove_GetY(shot);
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float y2 = ObjMove_GetY(shot);
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let bullet = CreateShotA1(x2, y2, 0, ObjMove_GetAngle(shot), KEV_BUTTERFLY_LAVENDER, 15);
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let bullet = CreateShotA1(x2, y2, 0, ObjMove_GetAngle(shot), KEV_KNIFE_LAVENDER, 15);
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if(Obj_IsDeleted(shot)){Obj_Delete(bullet);}
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if(Obj_IsDeleted(shot)){Obj_Delete(bullet);}
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Obj_SetRenderPriorityI(bullet, Obj_GetRenderPriorityI(shot)+1);
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Obj_SetRenderPriorityI(bullet, Obj_GetRenderPriorityI(shot)+1);
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ObjMove_AddPatternA4(bullet, delayBeforeAim[difficultySelect]-del, NO_CHANGE, 0, accelAimed[difficultySelect], maxspdAimed[difficultySelect], 0, NO_CHANGE, GetPlayerObjectID());
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Pattern(bullet, del);
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_BulletRescale(bullet, 0.85, true, 1);
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task Pattern(bullet, del){
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float ang = ObjMove_GetAngle(bullet);
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ascent(i in 0..10){
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ObjMove_AddPatternA2(bullet, delayBeforeAim[difficultySelect]-del+i, NO_CHANGE, Interpolate_Decelerate(ang, GetAngleToPlayer(bullet), i/10), accelAimed[difficultySelect], maxspdAimed[difficultySelect], 0);
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yield;
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}
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}
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_BulletRescale(bullet, 1.25, true, 1);
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_Delay(bullet, 15);
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_Delay(bullet, 15);
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wait(delayAimed[difficultySelect]);
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wait(delayAimed[difficultySelect]);
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@ -0,0 +1,193 @@
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#TouhouDanmakufu[Single]
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#ScriptVersion[3]
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#Title["Remilia Spell 1 (Remilia Card)"]
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#Text["yassification"]
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#System["script/KevinSystem/Kevin_System.txt"]
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int difficultySelect = 0;
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let objScene = GetEnemyBossSceneObjectID();
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let csd = GetCurrentScriptDirectory();
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let bossObj;
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float bossX = 0;
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float bossY = 0;
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float playerY = 0;
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float playerX = 0;
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let aniframe = 0;
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let aniframe2 = 0;
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let spellsnd = ObjSound_Create();
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let bossdiesnd = ObjSound_Create();
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/*
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Parameters:
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- Remilia wait time
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- Spiral density
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- Spiral angle offset per frame
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- Ring density
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- Ring (max) speed
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- Delays between rings
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*/
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int denseSpiral = [12, 15, 18];
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int angleoffsetSpiral = [3, 4, 6];
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int[] denseRing = [10, 12, 14];
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float[] maxspeedRing = [8, 9, 11];
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int[] deceltimeRing = [20, 30, 40];
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int[] acceltimeRing = [60, 45, 35];
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// Remilia takes 36 frames. Preferably, pick a number 36 can divide with.
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int[] delayRing = [9, 6, 5];
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// How much time Remilia takes to charge her attack and you get to GTFO.
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int[] waittimeRemi = [75, 60, 50];
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string tex = "script/game/resourceLib/Spritesheet_StationJam.png";
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//LoadTextureEx(tex, true, true);
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// Includes ahoy
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#include "script/KevinSystem/Universal_Lib.txt" // The library to include all libraries :sans: :nail_care:
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@Initialize {
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//SetIntersectionVisualization(true);
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SetAutoDeleteObject(true);
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_InitDifficulty(difficultySelect);
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difficultySelect = 0; // debug
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SetShotAutoDeleteClip(64, 64, 64, 64);
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if(!IsCommonDataAreaExists("PIV")){
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CreateCommonDataArea("PIV");
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SetAreaCommonData("PIV", "currentvalue", 10000);
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}
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else{}
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// Create the boss object itself
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bossObj = ObjEnemy_Create(OBJ_ENEMY_BOSS);
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ObjEnemy_Regist(bossObj);
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ObjMove_SetPosition(bossObj, GetCommonData("Boss Position X", STG_WIDTH/2), GetCommonData("Boss Position Y", STG_HEIGHT/2));
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ObjEnemy_SetMaximumDamage(bossObj, 999);
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_RenderBoss(bossObj);
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//WriteLog(spellPIV);
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WriteLog(ObjEnemyBossScene_GetInfo(objScene, INFO_SPELL_SCORE));
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mainTask();
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_FadeInvincibility(bossObj, 150, 150, 1);
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endingnew();
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}
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@Event {
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alternative(GetEventType())
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case(EV_REQUEST_LIFE) {
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SetScriptResult(4000);
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}
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case(EV_REQUEST_TIMER) {
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SetScriptResult(40);
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}
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}
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@MainLoop {
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playerY = GetPlayerY();
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playerX = GetPlayerX();
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//The player position is ALWAYS UPDATED
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|
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bossX = ObjMove_GetX(bossObj);
|
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bossY = ObjMove_GetY(bossObj);
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ObjEnemy_SetIntersectionCircleToShot(bossObj, ObjMove_GetX(bossObj), ObjMove_GetY(bossObj), 100);
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yield;
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}
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@Finalize {
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}
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||||||
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/*
|
||||||
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|
||||||
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Remi Spell 1
|
||||||
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|
||||||
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Remi moves to your current position (takes 36 frames), fires a dense star of stars (lol) that fades away quickly, and waits a set number of frames before repeating. After 3 waves of this, she moves to the middle and shoots a thick spiral of fireballs that requires you to spin around the screen for a bit.
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She also leaves behind trails of rings with every dash.
|
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|
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Remilia takes 36 frames to move to you each time. -> delay between rings: 9, 6, 5
|
||||||
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|
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Parameters:
|
||||||
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|
||||||
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- Remilia wait time
|
||||||
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- Spiral density
|
||||||
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- Spiral speed
|
||||||
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- Spiral angle offset per frame
|
||||||
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|
||||||
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- Ring density
|
||||||
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- Ring speed
|
||||||
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- Delays between rings
|
||||||
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|
||||||
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*/
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||||||
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|
||||||
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task mainTask {
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||||||
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}
|
||||||
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|
||||||
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function <void> _VampireChase(){
|
||||||
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|
||||||
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ObjMove_SetDestAtFrame(bossObj, playerX, playerY, 36, LERP_DECELERATE);
|
||||||
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|
||||||
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loop(36/delayRing){
|
||||||
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|
||||||
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ascent(i in 0..denseRing[difficultySelect]){
|
||||||
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int shot = CreateShotA2(bossX, bossY, maxspeedRing[difficultySelect], ang + 360/denseRing[difficultySelect] * i, -maxspeedRing[difficultySelect]/deceltimeRing[difficultySelect], 0, 0, color, 10);
|
||||||
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if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) <= 0){Obj_Delete(shot);}
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||||||
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else{
|
||||||
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_Delay(shot, 10);
|
||||||
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ObjMove_AddPatternA2(shot, 30, NO_CHANGE, NO_CHANGE, maxspeedRing[difficultySelect]/acceltimeRing[difficultySelect], maxspeedRing[difficultySelect], 0);
|
||||||
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_BulletRescale(shot, 0.65, true, 1);
|
||||||
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//Shoot1;
|
||||||
|
}
|
||||||
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}
|
||||||
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wait(delayRing);
|
||||||
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|
||||||
|
}
|
||||||
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|
||||||
|
}
|
||||||
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|
||||||
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task endingnew(){
|
||||||
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|
||||||
|
while(ObjEnemy_GetInfo(bossObj, INFO_LIFE)>0){
|
||||||
|
yield;
|
||||||
|
}
|
||||||
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|
||||||
|
_GoToBrazil(objScene, bossObj, 12, 24);
|
||||||
|
wait(120);
|
||||||
|
ObjSound_SetVolumeRate(fire2, 20);
|
||||||
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|
||||||
|
CloseScript(GetOwnScriptID);
|
||||||
|
|
||||||
|
}
|
||||||
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|
||||||
|
|
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@ -23,31 +23,46 @@ let spellsnd = ObjSound_Create();
|
||||||
let bossdiesnd = ObjSound_Create();
|
let bossdiesnd = ObjSound_Create();
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|
||||||
Parameters:
|
Parameters:
|
||||||
|
|
||||||
- Movement speed (in frames)
|
- Line density
|
||||||
|
- Line speed
|
||||||
|
- Line delay
|
||||||
|
|
||||||
- Ring density
|
- Ring density
|
||||||
- Ring speed
|
- Ring max speed
|
||||||
|
- Delays between rings
|
||||||
|
- Remilia charge time
|
||||||
|
|
||||||
- Density of one knife line
|
- Aim speed
|
||||||
- Speed of knives
|
|
||||||
|
|
||||||
- Number of knife rings
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|
||||||
- Density of each knife ring
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|
||||||
- Speed of each knife ring
|
|
||||||
*/
|
*/
|
||||||
|
|
||||||
int[] frameMove = [9*27, 9*25, 9*23]; // Divisible by 9
|
int[] denseLine = [3, 4, 5];
|
||||||
int[] denseRing = [15, 18, 21];
|
int[] speedLine = [8.5, 10, 12];
|
||||||
int[] speedRing = [4, 5, 6];
|
float[] delayLine = [23, 20, 18];
|
||||||
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|
||||||
int[] denseKnifeLine = [5, 6, 7];
|
int[] denseRing = [10, 12, 14];
|
||||||
float[] speedKnife = [8, 9, 10];
|
float[] maxspeedRing = [8, 9, 11];
|
||||||
float[] spaceKnifeFan = [5, 7, 9];
|
int[] deceltimeRing = [20, 30, 40];
|
||||||
|
int[] acceltimeRing = [60, 45, 35];
|
||||||
|
|
||||||
int[] ringcountKnife = [3, 5, 7];
|
// Remilia takes 36 frames to charge down the screen. Preferably, pick a number 36 can divide with.
|
||||||
int[] ringdenseKnife = [10, 12, 14];
|
|
||||||
float[] ringspeedKnife = [8, 9, 10];
|
int[] ringDelay = [12, 9, 6];
|
||||||
|
|
||||||
|
// How much time Remilia takes to charge her attack and you get to GTFO.
|
||||||
|
|
||||||
|
int[] chargetimeRemi = [75, 60, 50];
|
||||||
|
float[] maxspeedBookAim = [10, 12, 15];
|
||||||
|
|
||||||
|
int[] bookArray = []; // it's a secret tool that will help us later
|
||||||
|
bool bookShooting = false; // it's a secret tool that will help us later
|
||||||
|
|
||||||
|
string tex = "script/game/resourceLib/Spritesheet_StationJam.png";
|
||||||
|
|
||||||
|
//LoadTextureEx(tex, true, true);
|
||||||
|
|
||||||
// Includes ahoy
|
// Includes ahoy
|
||||||
|
|
||||||
|
@ -78,23 +93,7 @@ float[] ringspeedKnife = [8, 9, 10];
|
||||||
ObjMove_SetPosition(bossObj, GetCommonData("Boss Position X", STG_WIDTH/2), GetCommonData("Boss Position Y", STG_HEIGHT/2));
|
ObjMove_SetPosition(bossObj, GetCommonData("Boss Position X", STG_WIDTH/2), GetCommonData("Boss Position Y", STG_HEIGHT/2));
|
||||||
ObjEnemy_SetMaximumDamage(bossObj, 999);
|
ObjEnemy_SetMaximumDamage(bossObj, 999);
|
||||||
|
|
||||||
// PLACEHOLDER!
|
_RenderBoss(bossObj);
|
||||||
let imgExRumia = GetModuleDirectory() ~ "script/ExRumia/ExRumia.png";
|
|
||||||
ObjPrim_SetTexture(bossObj, imgExRumia);
|
|
||||||
ObjSprite2D_SetSourceRect(bossObj, 64, 1, 127, 64);
|
|
||||||
ObjSprite2D_SetDestCenter(bossObj);
|
|
||||||
ObjRender_SetScaleXYZ(bossObj, 2, 2, 1);
|
|
||||||
ObjRender_SetColor(bossObj, 0xB93C3C);
|
|
||||||
ObjMove_SetDestAtFrame(bossObj, STG_WIDTH/2, 550, 1);
|
|
||||||
// PLACEHOLDER!
|
|
||||||
|
|
||||||
/*_SoloCutin(
|
|
||||||
"script/invalid.png",
|
|
||||||
0, 0, 1, 1,
|
|
||||||
bossObj, objScene, "\"Euphoric Blooming of a New Market\"",
|
|
||||||
40, 4, 0x2868B9, 0x1D115D,
|
|
||||||
10, STG_HEIGHT*1/10-30, 41
|
|
||||||
);*/
|
|
||||||
|
|
||||||
//WriteLog(spellPIV);
|
//WriteLog(spellPIV);
|
||||||
WriteLog(ObjEnemyBossScene_GetInfo(objScene, INFO_SPELL_SCORE));
|
WriteLog(ObjEnemyBossScene_GetInfo(objScene, INFO_SPELL_SCORE));
|
||||||
|
@ -109,13 +108,23 @@ float[] ringspeedKnife = [8, 9, 10];
|
||||||
alternative(GetEventType())
|
alternative(GetEventType())
|
||||||
|
|
||||||
case(EV_REQUEST_LIFE) {
|
case(EV_REQUEST_LIFE) {
|
||||||
SetScriptResult(5200);
|
SetScriptResult(2500);
|
||||||
}
|
}
|
||||||
|
|
||||||
case(EV_REQUEST_TIMER) {
|
case(EV_REQUEST_TIMER) {
|
||||||
SetScriptResult(40);
|
SetScriptResult(40);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Start firing from books
|
||||||
|
case(EV_USER+999){
|
||||||
|
bookShooting = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Stop firing from books
|
||||||
|
case(EV_USER+1000){
|
||||||
|
bookShooting = false;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@MainLoop {
|
@MainLoop {
|
||||||
|
@ -155,19 +164,68 @@ Parameters:
|
||||||
|
|
||||||
- Ring density
|
- Ring density
|
||||||
- Ring speed
|
- Ring speed
|
||||||
|
- Delays between rings
|
||||||
- Remilia charge time
|
- Remilia charge time
|
||||||
- Remilia charge delay
|
- Remilia charge delay
|
||||||
|
|
||||||
|
- Aim speed
|
||||||
|
|
||||||
*/
|
*/
|
||||||
|
|
||||||
task mainTask {
|
task mainTask {
|
||||||
|
|
||||||
wait(45);
|
wait(45);
|
||||||
|
|
||||||
|
// Create 5 books
|
||||||
|
|
||||||
|
CreateBook([0, 0, 256, 256], STG_WIDTH*1/6, 0.65, KEV_LEAF_RED);
|
||||||
|
CreateBook([256, 0, 512, 256], STG_WIDTH*2/6, 0.65, KEV_LEAF_AQUA);
|
||||||
|
CreateBook([512, 0, 768, 256], STG_WIDTH*3/6, 0.65, KEV_LEAF_ORANGE);
|
||||||
|
CreateBook([768, 0, 1024, 256], STG_WIDTH*4/6, 0.65, KEV_LEAF_WHITE);
|
||||||
|
CreateBook([1024, 0, 1280, 256], STG_WIDTH*5/6, 0.65, KEV_LEAF_GREEN);
|
||||||
|
|
||||||
|
bookShooting = true;
|
||||||
|
|
||||||
|
// It takes 60 seconds for the books to start firing..
|
||||||
|
|
||||||
|
wait(60+delayLine[difficultySelect]*3);
|
||||||
|
|
||||||
|
// Repeat 3 times: Choose an area based on the player's position, charge down there while firing fireballs + rings, then return to same position.
|
||||||
|
|
||||||
while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){
|
while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){
|
||||||
|
|
||||||
|
if(playerX <= STG_WIDTH/6 && playerY >= 0){
|
||||||
|
ChargeAttack(0.5*STG_WIDTH/6, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
else if(playerX <= 2*STG_WIDTH/6 && playerY >= STG_WIDTH/6){
|
||||||
|
ChargeAttack(1.5*STG_WIDTH/6, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
else if(playerX <= 3*STG_WIDTH/6 && playerY >= 2*STG_WIDTH/6){
|
||||||
|
ChargeAttack(2.5*STG_WIDTH/6, 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
else if(playerX <= 4*STG_WIDTH/6 && playerY >= 3*STG_WIDTH/6){
|
||||||
|
ChargeAttack(3.5*STG_WIDTH/6, 3);
|
||||||
|
}
|
||||||
|
|
||||||
|
else if(playerX <= 5*STG_WIDTH/6 && playerY >= 4*STG_WIDTH/6){
|
||||||
|
ChargeAttack(4.5*STG_WIDTH/6, 4);
|
||||||
|
}
|
||||||
|
|
||||||
|
else{
|
||||||
|
ChargeAttack(5.5*STG_WIDTH/6, 5);
|
||||||
|
}
|
||||||
|
|
||||||
|
yield;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Aim books at the player.
|
||||||
|
|
||||||
|
// Remove books from bookArray and then restart pattern.
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -178,11 +236,193 @@ Metal: 768, 0, 1024, 256
|
||||||
Earth: 1024, 0, 1280, 256
|
Earth: 1024, 0, 1280, 256
|
||||||
*/
|
*/
|
||||||
|
|
||||||
task _CreateBook(
|
function <void> ChargeAttack(float x, int colorselect){
|
||||||
int[] [rectLeft, rectTop, rectRight, rectBottom],
|
|
||||||
float scale
|
ObjMove_SetDestAtFrame(bossObj, x, STG_HEIGHT/7, 30, LERP_DECELERATE);
|
||||||
|
wait(30);
|
||||||
|
|
||||||
|
_CreateCustomTelegraphLine(
|
||||||
|
x, 0,
|
||||||
|
90, 90,
|
||||||
|
3333, 3333,
|
||||||
|
0, STG_WIDTH/6,
|
||||||
|
0xDC7171, 220,
|
||||||
|
15, chargetimeRemi[difficultySelect], 15
|
||||||
|
);
|
||||||
|
|
||||||
|
wait(chargetimeRemi[difficultySelect]-30);
|
||||||
|
|
||||||
|
// MOVEEEEE BITCH
|
||||||
|
|
||||||
|
ObjMove_SetDestAtFrame(bossObj, x, STG_HEIGHT/9, 30, LERP_DECELERATE);
|
||||||
|
wait(25);
|
||||||
|
|
||||||
|
//ObjEnemy_SetDamageRate(bossObj, 0, 0);
|
||||||
|
ObjMove_SetDestAtFrame(bossObj, x, STG_HEIGHT*1.2, 36, LERP_DECELERATE);
|
||||||
|
|
||||||
|
float ang = GetAngleToPlayer(bossObj);
|
||||||
|
|
||||||
|
async{
|
||||||
|
loop(36){
|
||||||
|
loop(2){
|
||||||
|
int shot = CreateShotA1(bossX+rand(-STG_HEIGHT/12, STG_HEIGHT/12), bossY, 18, rand(269, 271), KEV_FIRE_RED, 5);
|
||||||
|
if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) <= 0){Obj_Delete(shot);}
|
||||||
|
else{
|
||||||
|
_Delay(shot, 5);
|
||||||
|
_BulletRescale(shot, 0.85, true, 1);
|
||||||
|
Shoot2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
wait(1);
|
||||||
|
}
|
||||||
|
ObjEnemy_SetDamageRate(bossObj, 0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
int color = [KEV_AURABALL_RED, KEV_AURABALL_AQUA, KEV_AURABALL_ORANGE, KEV_AURABALL_WHITE, KEV_AURABALL_GREEN, KEV_AURABALL_PINK][colorselect];
|
||||||
|
|
||||||
|
loop(36/ringDelay){
|
||||||
|
|
||||||
|
ascent(i in 0..denseRing[difficultySelect]){
|
||||||
|
int shot = CreateShotA2(bossX, bossY, maxspeedRing[difficultySelect], ang + 360/denseRing[difficultySelect] * i, -maxspeedRing[difficultySelect]/deceltimeRing[difficultySelect], 0, 0, color, 10);
|
||||||
|
if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) <= 0){Obj_Delete(shot);}
|
||||||
|
else{
|
||||||
|
_Delay(shot, 10);
|
||||||
|
ObjMove_AddPatternA2(shot, 30, NO_CHANGE, NO_CHANGE, maxspeedRing[difficultySelect]/acceltimeRing[difficultySelect], maxspeedRing[difficultySelect], 0);
|
||||||
|
_BulletRescale(shot, 0.65, true, 1);
|
||||||
|
//Shoot1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
wait(ringDelay);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
wait(45);
|
||||||
|
|
||||||
|
ObjMove_SetPosition(bossObj, STG_WIDTH/2, -256);
|
||||||
|
ObjMove_SetDestAtFrame(bossObj, STG_WIDTH/2, STG_HEIGHT/2, 30, LERP_DECELERATE);
|
||||||
|
|
||||||
|
wait(15);
|
||||||
|
ObjEnemy_SetDamageRate(bossObj, 100, 100);
|
||||||
|
|
||||||
|
wait(75);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
task CreateBook(
|
||||||
|
int[] rect,
|
||||||
|
int destX,
|
||||||
|
float scaleEnm, int graphicBullet
|
||||||
){
|
){
|
||||||
|
|
||||||
|
int book = _CreateEnemy(
|
||||||
|
false,
|
||||||
|
bossX, bossY, destX, STG_HEIGHT/7.5, 60,
|
||||||
|
scaleEnm, scaleEnm,
|
||||||
|
99999, -1, -1,
|
||||||
|
tex,
|
||||||
|
rect[0], rect[1], rect[2], rect[3]
|
||||||
|
);
|
||||||
|
|
||||||
|
Obj_SetRenderPriorityI(book, 39);
|
||||||
|
|
||||||
|
ObjEnemy_SetEnableIntersectionPositionFetching(book, false); // so the lock-on shot doesn't home onto the books
|
||||||
|
bookArray ~= [book];
|
||||||
|
|
||||||
|
// Fire task
|
||||||
|
async{
|
||||||
|
|
||||||
|
wait(60);
|
||||||
|
|
||||||
|
while(!Obj_IsDeleted(book) && bookShooting){
|
||||||
|
|
||||||
|
loop(denseLine[difficultySelect]){
|
||||||
|
int shot = CreateShotA1(ObjMove_GetX(book), ObjMove_GetY(book), speedLine[difficultySelect], 90, graphicBullet, 15);
|
||||||
|
if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) <= 0){Obj_Delete(shot);}
|
||||||
|
else{
|
||||||
|
_Delay(shot, 10);
|
||||||
|
_BulletRescale(shot, 0.85, true, 1);
|
||||||
|
Shoot1;
|
||||||
|
}
|
||||||
|
wait([3, 4, 4][difficultySelect]);
|
||||||
|
}
|
||||||
|
|
||||||
|
wait(delayLine[difficultySelect]);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
async{
|
||||||
|
while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){
|
||||||
|
yield;
|
||||||
|
}
|
||||||
|
Obj_Delete(book);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
async{
|
||||||
|
|
||||||
|
wait(60);
|
||||||
|
|
||||||
|
while(bookShooting){
|
||||||
|
|
||||||
|
ascent(i in 0..24){
|
||||||
|
int shot = CreateShotA1(ObjMove_GetX(book), ObjMove_GetY(book), 12, Interpolate_Smoother(190, 350, i/24), graphicBullet+44, 15);
|
||||||
|
if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) <= 0){Obj_Delete(shot);}
|
||||||
|
else{
|
||||||
|
_Delay(shot, 0);
|
||||||
|
_BulletRescale(shot, 0.5, true, 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
wait(delayLine[difficultySelect]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
function <int> CreateFan (int parent, int way, int graphic, int stack,
|
||||||
|
float ang, float angspace, float spd1, float spd2, float scale,
|
||||||
|
int type){
|
||||||
|
|
||||||
|
int objPattern = ObjPatternShot_Create();
|
||||||
|
|
||||||
|
ObjPatternShot_SetParentObject(objPattern, parent);
|
||||||
|
|
||||||
|
if(ObjEnemyBossScene_GetInfo(GetEnemyBossSceneObjectID(), INFO_CURRENT_LIFE) == 0){Obj_Delete(objPattern); return;}
|
||||||
|
|
||||||
|
ObjPatternShot_SetPatternType(objPattern, PATTERN_LINE); // PATTERN_FAN or PATTERN_FAN_AIMED
|
||||||
|
ObjPatternShot_SetShotType(objPattern, OBJ_SHOT);
|
||||||
|
ObjPatternShot_SetInitialBlendMode(objPattern, BLEND_ALPHA);
|
||||||
|
|
||||||
|
ObjPatternShot_SetShotCount(objPattern, way, stack);
|
||||||
|
ObjPatternShot_SetSpeed(objPattern, spd1, spd2);
|
||||||
|
ObjPatternShot_SetAngle(objPattern, ang, angspace);
|
||||||
|
|
||||||
|
ObjPatternShot_SetBasePointOffset(objPattern, 0, 0);
|
||||||
|
//ObjPatternShot_SetDelay(objPattern, 15);
|
||||||
|
ObjPatternShot_SetGraphic(objPattern, graphic);
|
||||||
|
|
||||||
|
Shoot2;
|
||||||
|
int[] arrayPattern = ObjPatternShot_FireReturn(objPattern);
|
||||||
|
|
||||||
|
for each (int bullet in ref arrayPattern){
|
||||||
|
_BulletRescale(bullet, scale, true, 1);
|
||||||
|
_Delay(bullet, 10);
|
||||||
|
_EnemyShotFade(bullet, 600, true, 2.5); // Placeholder
|
||||||
|
Obj_SetRenderPriorityI(bullet, 51);
|
||||||
|
//if (reflect) {_ReflectToPlayer(bullet);}
|
||||||
|
}
|
||||||
|
|
||||||
|
async{
|
||||||
|
wait(600);
|
||||||
|
Obj_Delete(objPattern);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
return objPattern;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
task endingnew(){
|
task endingnew(){
|
||||||
|
|
|
@ -38,12 +38,12 @@ Parameters:
|
||||||
*/
|
*/
|
||||||
|
|
||||||
int[] frameMove = [9*27, 9*25, 9*23]; // Divisible by 9
|
int[] frameMove = [9*27, 9*25, 9*23]; // Divisible by 9
|
||||||
int[] denseRing = [15, 18, 21];
|
int[] denseRing = [14, 16, 20];
|
||||||
int[] speedRing = [4, 5, 6];
|
int[] speedRing = [4, 5, 6];
|
||||||
|
|
||||||
int[] denseKnifeLine = [5, 6, 7];
|
int[] denseKnifeLine = [4, 5, 6];
|
||||||
float[] speedKnife = [8, 9, 10];
|
float[] speedKnife = [8, 10, 12];
|
||||||
float[] spaceKnifeFan = [5, 7, 9];
|
float[] spaceKnifeFan = [4, 6, 8];
|
||||||
|
|
||||||
int[] ringcountKnife = [3, 5, 7];
|
int[] ringcountKnife = [3, 5, 7];
|
||||||
int[] ringdenseKnife = [10, 12, 14];
|
int[] ringdenseKnife = [10, 12, 14];
|
||||||
|
@ -78,23 +78,7 @@ float[] ringspeedKnife = [8, 9, 10];
|
||||||
ObjMove_SetPosition(bossObj, GetCommonData("Boss Position X", STG_WIDTH/2), GetCommonData("Boss Position Y", STG_HEIGHT/2));
|
ObjMove_SetPosition(bossObj, GetCommonData("Boss Position X", STG_WIDTH/2), GetCommonData("Boss Position Y", STG_HEIGHT/2));
|
||||||
ObjEnemy_SetMaximumDamage(bossObj, 999);
|
ObjEnemy_SetMaximumDamage(bossObj, 999);
|
||||||
|
|
||||||
// PLACEHOLDER!
|
_RenderBoss(bossObj);
|
||||||
let imgExRumia = GetModuleDirectory() ~ "script/ExRumia/ExRumia.png";
|
|
||||||
ObjPrim_SetTexture(bossObj, imgExRumia);
|
|
||||||
ObjSprite2D_SetSourceRect(bossObj, 64, 1, 127, 64);
|
|
||||||
ObjSprite2D_SetDestCenter(bossObj);
|
|
||||||
ObjRender_SetScaleXYZ(bossObj, 2, 2, 1);
|
|
||||||
ObjRender_SetColor(bossObj, 0xB93C3C);
|
|
||||||
ObjMove_SetDestAtFrame(bossObj, STG_WIDTH/2, 550, 1);
|
|
||||||
// PLACEHOLDER!
|
|
||||||
|
|
||||||
/*_SoloCutin(
|
|
||||||
"script/invalid.png",
|
|
||||||
0, 0, 1, 1,
|
|
||||||
bossObj, objScene, "\"Euphoric Blooming of a New Market\"",
|
|
||||||
40, 4, 0x2868B9, 0x1D115D,
|
|
||||||
10, STG_HEIGHT*1/10-30, 41
|
|
||||||
);*/
|
|
||||||
|
|
||||||
//WriteLog(spellPIV);
|
//WriteLog(spellPIV);
|
||||||
WriteLog(ObjEnemyBossScene_GetInfo(objScene, INFO_SPELL_SCORE));
|
WriteLog(ObjEnemyBossScene_GetInfo(objScene, INFO_SPELL_SCORE));
|
||||||
|
@ -253,20 +237,20 @@ function <void> MoveToBottom(){
|
||||||
// If you're at bottom, you die. (Hyper and above)
|
// If you're at bottom, you die. (Hyper and above)
|
||||||
|
|
||||||
if(difficultySelect >= 0){
|
if(difficultySelect >= 0){
|
||||||
loop(9){
|
loop([6, 7, 9][difficultySelect]){
|
||||||
|
|
||||||
float ang = GetAngleToPlayer(bossObj);
|
float ang = GetAngleToPlayer(bossObj);
|
||||||
float[] spawn = [bossX+rand(-25, 25), bossY+rand(-25, 25)];
|
float[] spawn = [bossX+rand(-25, 25), bossY+rand(-25, 25)];
|
||||||
|
|
||||||
ascent(i in -1..denseRing[difficultySelect]-1){
|
ascent(i in -1..denseRing[difficultySelect]-1){
|
||||||
int shot = CreateShotA2(spawn[0], spawn[1], speedRing[difficultySelect]*2.5, ang+(360/denseRing[difficultySelect])*i, -speedRing[difficultySelect]*2.5/[30, 40, 45][difficultySelect], speedRing[difficultySelect]*[0.3, 0.2, 0.1][difficultySelect], KEV_KNIFE_RED, 10);
|
int shot = CreateShotA2(spawn[0], spawn[1], speedRing[difficultySelect]*2.5, ang+(360/denseRing[difficultySelect])*i, -speedRing[difficultySelect]*2.5/[30, 40, 45][difficultySelect], speedRing[difficultySelect]*[0.3, 0.2, 0.1][difficultySelect], KEV_KNIFE_LAVENDER, 10);
|
||||||
if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) == 0){Obj_Delete(shot);}
|
if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) == 0){Obj_Delete(shot);}
|
||||||
else{
|
else{
|
||||||
ObjMove_AddPatternA2(shot, 90, NO_CHANGE, NO_CHANGE, speedRing[difficultySelect]/45, speedRing[difficultySelect]*[1.65, 1.4, 1.25][difficultySelect], 0);
|
ObjMove_AddPatternA2(shot, 90, NO_CHANGE, NO_CHANGE, speedRing[difficultySelect]/45, speedRing[difficultySelect]*[1.65, 1.4, 1.25][difficultySelect], 0);
|
||||||
_Delay(shot, 10);
|
_Delay(shot, 10);
|
||||||
ObjRender_SetBlendType(shot, BLEND_ADD_ARGB);
|
//ObjRender_SetBlendType(shot, BLEND_ADD_ARGB);
|
||||||
_BulletRescale(shot, 1.25, true, 1);
|
_BulletRescale(shot, 1.25, true, 1);
|
||||||
Shoot1;
|
Shoot2;
|
||||||
if(difficultySelect >= 1){_ReflectToPlayer(shot);}
|
if(difficultySelect >= 1){_ReflectToPlayer(shot);}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -281,11 +265,11 @@ function <void> MoveToBottom(){
|
||||||
loop(3){
|
loop(3){
|
||||||
|
|
||||||
CreateFan(3, KEV_KNIFE_LAVENDER, denseKnifeLine[difficultySelect],
|
CreateFan(3, KEV_KNIFE_LAVENDER, denseKnifeLine[difficultySelect],
|
||||||
0, spaceKnifeFan[difficultySelect], speedKnife[difficultySelect]/1.3, speedKnife[difficultySelect], 1.25,
|
0, spaceKnifeFan[difficultySelect], speedKnife[difficultySelect]/1.18, speedKnife[difficultySelect], 1.25,
|
||||||
PATTERN_FAN, true);
|
PATTERN_FAN, true);
|
||||||
|
|
||||||
CreateFan(3, KEV_KNIFE_LAVENDER, denseKnifeLine[difficultySelect],
|
CreateFan(3, KEV_KNIFE_LAVENDER, denseKnifeLine[difficultySelect],
|
||||||
180, spaceKnifeFan[difficultySelect], speedKnife[difficultySelect]/1.3, speedKnife[difficultySelect], 1.25,
|
180, spaceKnifeFan[difficultySelect], speedKnife[difficultySelect]/1.18, speedKnife[difficultySelect], 1.25,
|
||||||
PATTERN_FAN, true);
|
PATTERN_FAN, true);
|
||||||
|
|
||||||
wait(frameMove[difficultySelect]/3);
|
wait(frameMove[difficultySelect]/3);
|
||||||
|
@ -345,7 +329,7 @@ task _ReflectToPlayer(int target){
|
||||||
if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) == 0){Obj_Delete(target); return;}
|
if(ObjEnemy_GetInfo(bossObj, INFO_LIFE) == 0){Obj_Delete(target); return;}
|
||||||
if (ObjMove_GetX(target) <= -15 || ObjMove_GetX(target) >= GetStgFrameWidth()+15){
|
if (ObjMove_GetX(target) <= -15 || ObjMove_GetX(target) >= GetStgFrameWidth()+15){
|
||||||
ObjMove_AddPatternA4(target, 0, NO_CHANGE, 0, NO_CHANGE, NO_CHANGE, 0, KEV_KNIFE_GREEN, GetPlayerObjectID());
|
ObjMove_AddPatternA4(target, 0, NO_CHANGE, 0, NO_CHANGE, NO_CHANGE, 0, KEV_KNIFE_GREEN, GetPlayerObjectID());
|
||||||
Shoot2;
|
Shoot1;
|
||||||
ObjShot_SetAutoDelete(target, true);
|
ObjShot_SetAutoDelete(target, true);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
Before Width: | Height: | Size: 290 KiB After Width: | Height: | Size: 314 KiB |
After Width: | Height: | Size: 1.7 KiB |
Before Width: | Height: | Size: 51 KiB |
|
@ -1,452 +0,0 @@
|
||||||
#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;
|
|
||||||
}
|
|
|
@ -1,7 +0,0 @@
|
||||||
let current = GetCurrentScriptDirectory();
|
|
||||||
let path = current ~ "Rinnosuke_ShotData.dnh";
|
|
||||||
LoadPlayerShotData(path);
|
|
||||||
// -----
|
|
||||||
const FOCUSED = 1;
|
|
||||||
const UNFOCUSED = 2;
|
|
||||||
const BOMB = 3;
|
|
|
@ -1,14 +0,0 @@
|
||||||
shot_image = "./../../TouhouJam8_SRE/Jam8_Resource/jam8Sprite.png"
|
|
||||||
|
|
||||||
ShotData{
|
|
||||||
id = 0 // Dummy
|
|
||||||
rect = (0,0,0,0)
|
|
||||||
render = ALPHA
|
|
||||||
alpha = 0
|
|
||||||
collision = 12
|
|
||||||
}
|
|
||||||
|
|
||||||
// Rinnosuke's shots
|
|
||||||
ShotData{id = 1 rect = (512, 256, 639, 383) render = ALPHA alpha = 180 collision = 38 fixed_angle = false angular_velocity = 3} // Homing shot, spins
|
|
||||||
ShotData{id = 2 rect = (640, 256, 768, 384) render = ALPHA alpha = 150 collision = 38} // Unfocused shot
|
|
||||||
ShotData{id = 3 rect = (768, 256, 1023, 511) render = ADD_ARGB alpha = 255 collision = 115 fixed_angle = false angular_velocity = 8} // Bomb
|
|
|
@ -1,25 +0,0 @@
|
||||||
|
|
||||||
let sddir = GetCurrentScriptDirectory() ~ "./sound";
|
|
||||||
|
|
||||||
function LoadEx(targetobj, targetpath, targetvol){
|
|
||||||
|
|
||||||
ObjSound_Load(targetobj, targetpath);
|
|
||||||
ObjSound_SetVolumeRate(targetobj, targetvol);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Universal sounds
|
|
||||||
|
|
||||||
let bomb = sddir ~ "./bfxr_RinnoBomb.wav";
|
|
||||||
let ded = sddir ~ "./bfxr_PlayerDie.wav";
|
|
||||||
let hit = sddir ~ "./bfxr_PreDeath.wav";
|
|
||||||
|
|
||||||
let bombsfx = ObjSound_Create();
|
|
||||||
let deathsfx = ObjSound_Create();
|
|
||||||
let predeathsfx = ObjSound_Create();
|
|
||||||
|
|
||||||
task _SoundTask(){
|
|
||||||
LoadEx(bombsfx, bomb, 15);
|
|
||||||
LoadEx(deathsfx, ded, 40);
|
|
||||||
LoadEx(predeathsfx, hit, 55);
|
|
||||||
}
|
|
|
@ -1,218 +0,0 @@
|
||||||
|
|
||||||
// Particle list for laser effect
|
|
||||||
|
|
||||||
int LaserEffect = ObjParticleList_Create(OBJ_PARTICLE_LIST_2D);
|
|
||||||
int[] rect = [2816, 0, 2816+256, 0+256];
|
|
||||||
|
|
||||||
ObjPrim_SetTexture(LaserEffect, "script/player/PrideJam_ByakMiko/playerlib/ByakMiko_Sheet.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(0.5, 0.2, 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);
|
|
||||||
|
|
||||||
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{
|
|
||||||
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){ /* */
|
|
||||||
|
|
||||||
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, 38);
|
|
||||||
_Follow(laser, target);
|
|
||||||
|
|
||||||
_LaserSpriteRender(
|
|
||||||
teamimg, laser, ang,
|
|
||||||
3072, 0, 3072+256, 256,
|
|
||||||
0.45, 20, 38, 255*(universalAlpha/100),
|
|
||||||
0.14
|
|
||||||
);
|
|
||||||
|
|
||||||
// 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 && GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE && !ripplayer && IsPermitPlayerShot){
|
|
||||||
|
|
||||||
if(shotspeed % 5 == 0){
|
|
||||||
ObjSound_Play(inferno);
|
|
||||||
}
|
|
||||||
|
|
||||||
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(9, 11));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// 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;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
|
@ -1,246 +0,0 @@
|
||||||
|
|
||||||
// Particle list for laser effect
|
|
||||||
|
|
||||||
int LaserEffect = ObjParticleList_Create(OBJ_PARTICLE_LIST_2D);
|
|
||||||
int[] rect = [2816, 0, 2816+256, 0+256];
|
|
||||||
|
|
||||||
ObjPrim_SetTexture(LaserEffect, "script/player/PrideJam_ByakMiko/playerlib/ByakMiko_Sheet.png");
|
|
||||||
|
|
||||||
Obj_SetRenderPriorityI(LaserEffect, 39);
|
|
||||||
ObjPrim_SetPrimitiveType(LaserEffect, PRIMITIVE_TRIANGLELIST);
|
|
||||||
ObjPrim_SetVertexCount(LaserEffect, 4);
|
|
||||||
|
|
||||||
ObjRender_SetBlendType(LaserEffect, BLEND_ALPHA);
|
|
||||||
|
|
||||||
// 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(0.5, 0.2, 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);
|
|
||||||
|
|
||||||
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{
|
|
||||||
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){ /* */
|
|
||||||
|
|
||||||
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, 38);
|
|
||||||
_Follow(laser, target);
|
|
||||||
|
|
||||||
_LaserSpriteRender(
|
|
||||||
teamimg, laser, ang,
|
|
||||||
3072, 0, 3072+256, 256,
|
|
||||||
0.45, 20, 38, 200,
|
|
||||||
0.14
|
|
||||||
);
|
|
||||||
|
|
||||||
// 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 && GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE && !ripplayer && IsPermitPlayerShot){
|
|
||||||
|
|
||||||
if(shotspeed % 5 == 0){
|
|
||||||
ObjSound_Play(inferno);
|
|
||||||
}
|
|
||||||
|
|
||||||
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){
|
|
||||||
|
|
||||||
int[] ResortList = [];
|
|
||||||
|
|
||||||
// Debugging: gets distance from player to the laser, appends it into an array
|
|
||||||
|
|
||||||
task Resort(){
|
|
||||||
for each(int enm in EnemyList){
|
|
||||||
ResortList = append(ResortList, GetObjectDistance(enm, target));
|
|
||||||
}
|
|
||||||
WriteLog(ResortList);
|
|
||||||
ResortList = [];
|
|
||||||
}
|
|
||||||
|
|
||||||
async{
|
|
||||||
loop{
|
|
||||||
EnemyList = ObjCol_GetListOfIntersectedEnemyID(target);
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
async{
|
|
||||||
loop{
|
|
||||||
Resort();
|
|
||||||
wait(60);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// 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(9, 11));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Damage effects
|
|
||||||
async{
|
|
||||||
loop{
|
|
||||||
ascent(i in -1..length(EnemyList)-1){
|
|
||||||
float dmgCalc = max(1, basedmg - (basedmg * 0.2 * i));
|
|
||||||
ObjEnemy_SetLife(EnemyList[i], ObjEnemy_GetInfo(EnemyList[i], INFO_LIFE) - dmgCalc);
|
|
||||||
}
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
task _Follow(follower, followed){
|
|
||||||
|
|
||||||
while(!Obj_IsDeleted(follower)){
|
|
||||||
float x = ObjRender_GetX(followed);
|
|
||||||
float y = ObjRender_GetY(followed);
|
|
||||||
ObjMove_SetPosition(follower, x, y);
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
|
@ -1,575 +0,0 @@
|
||||||
#TouhouDanmakufu[Player]
|
|
||||||
#ScriptVersion[3]
|
|
||||||
#ID["ByakMiko"]
|
|
||||||
#Title["Byakuren Hijiri & Toyosatomimi no Miko"]
|
|
||||||
#Text["Unfocused Shot: Indra's Sorcery Buzzsaws[r]An elegant spread of thunder needles.[r][r]Focused Shot: Four Shining Articles[r]A crossing of high-power divine lasers.[r][r]Special Ability: Smaller hitbox."]
|
|
||||||
|
|
||||||
//#Image["./marimiko_lib/marimiko_illust.png"]
|
|
||||||
|
|
||||||
#ReplayName["ByakMiko"]
|
|
||||||
|
|
||||||
#include "script/KevinSystem/Kevin_PlayerLib.txt"
|
|
||||||
#include "script/KevinSystem/PlayerSoundLib.dnh"
|
|
||||||
|
|
||||||
#include "./ByakMiko_Function.dnh"
|
|
||||||
#include "./ByakMiko_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/ByakMiko_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);
|
|
||||||
|
|
||||||
int frameidlebyak = 0;
|
|
||||||
int frameidlemiko = 0;
|
|
||||||
int framemovebyak = 0;
|
|
||||||
int framemovemiko = 0;
|
|
||||||
|
|
||||||
bool ripplayer = false;
|
|
||||||
float shotspeed = 0;
|
|
||||||
float bombrand = 0;
|
|
||||||
|
|
||||||
bool bombenable = false;
|
|
||||||
bool focusactive = false;
|
|
||||||
bool ishoming = false;
|
|
||||||
|
|
||||||
int[] _enemyArray = []; // Prepare an array to store enemy IDs for Kouda's homing shot
|
|
||||||
int[] _existArray = [];
|
|
||||||
int[] _shotArray = [];
|
|
||||||
|
|
||||||
int grazecounter = 0; // For basic graze = PIV mechanic
|
|
||||||
|
|
||||||
float[] PlayerSpd = [11.5, 5.8];
|
|
||||||
|
|
||||||
// Custom events for scoring mechanic
|
|
||||||
|
|
||||||
const EV_PIV_100 = EV_USER + 100i; // Normal enemies and nons
|
|
||||||
const EV_PIV_250 = EV_USER + 101i; // Spells
|
|
||||||
const EV_PIV_500 = EV_USER + 102i; // Last Spells
|
|
||||||
const EV_PIV_2000 = EV_USER + 103i; // What.
|
|
||||||
|
|
||||||
@Initialize{
|
|
||||||
|
|
||||||
if(!IsCommonDataAreaExists("PIV")){
|
|
||||||
CreateCommonDataArea("PIV");
|
|
||||||
SetAreaCommonData("PIV", "currentvalue", 10000);
|
|
||||||
}
|
|
||||||
else{}
|
|
||||||
|
|
||||||
SetPlayerStateEndEnable(true);
|
|
||||||
|
|
||||||
// Stuff
|
|
||||||
parameterrender();
|
|
||||||
playerrender();
|
|
||||||
Obj_SetRenderPriorityI(objPlayer, 43);
|
|
||||||
plrender = Obj_GetRenderPriorityI(objPlayer);
|
|
||||||
_SoundTask();
|
|
||||||
|
|
||||||
//SetIntersectionVisualization(true); // Debug
|
|
||||||
|
|
||||||
_Mechanic(ripplayer, _enemyArray, _existArray, GetStgFrameWidth(), GetStgFrameHeight(), objPlayer, GetEnemyBossSceneObjectID(), 5, 2, 80);
|
|
||||||
|
|
||||||
_HitboxRender(ripplayer, objPlayer, teamimg, teamimg, 2560, 512, 2688, 640, 2816, 1024, 2816+511, 1024+511, 0.22, 0.65);
|
|
||||||
SetShotAutoDeleteClip(256, 256, 256, 256);
|
|
||||||
|
|
||||||
// Shot functions
|
|
||||||
|
|
||||||
//_CAVELaser();
|
|
||||||
ByakShot();
|
|
||||||
_MikoOption();
|
|
||||||
|
|
||||||
// Shot data loading
|
|
||||||
LoadPlayerShotData(csd ~ "./ByakMiko_ShotData.dnh");
|
|
||||||
}
|
|
||||||
|
|
||||||
@MainLoop{
|
|
||||||
shotspeed += 1; // Managing the shot rate
|
|
||||||
//_shotArray = GetAllShotID(TARGET_PLAYER);
|
|
||||||
//UniversalAlphaHandle(_shotArray);
|
|
||||||
playerX = ObjMove_GetX(objPlayer);
|
|
||||||
playerY = ObjMove_GetY(objPlayer);
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
|
|
||||||
@Event{
|
|
||||||
alternative(GetEventType)
|
|
||||||
|
|
||||||
// Delete effect
|
|
||||||
case(EV_DELETE_SHOT_PLAYER){
|
|
||||||
let graphic = GetEventArgument(2);
|
|
||||||
float[] position = GetEventArgument(1);
|
|
||||||
let obj = CreatePlayerShotA1(position[0], position[1], 0, ObjMove_GetAngle(GetEventArgument(0)), 0, 99999, graphic);
|
|
||||||
ObjShot_SetIntersectionEnable(obj, false);
|
|
||||||
_DeleteEffect(obj);
|
|
||||||
}
|
|
||||||
|
|
||||||
// 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);
|
|
||||||
if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){_FocusBomb(); _SigilCall(false, teamimg, 2816+256, 512, 2816+512, 768, objPlayer, GetPlayerInvincibilityFrame());}
|
|
||||||
else{_UnfocusBomb();
|
|
||||||
_SigilCall(false, teamimg, 2816+256, 512, 2816+512, 768, objPlayer, GetPlayerInvincibilityFrame());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
else {
|
|
||||||
SetScriptResult(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
case(EV_HIT){
|
|
||||||
ObjSound_Play(predeathsfx);
|
|
||||||
_DeathbombWarning(teamimg, [1792, 512, 1792+512, 512+512], 15, 0.75);
|
|
||||||
}
|
|
||||||
|
|
||||||
case(EV_PLAYER_SHOOTDOWN){
|
|
||||||
ObjSound_Play(deathsfx);
|
|
||||||
ripplayer = true;
|
|
||||||
_SigilCall(true, teamimg, 2816, 512, 2816+256, 768, objPlayer, 120);
|
|
||||||
}
|
|
||||||
|
|
||||||
case(EV_PLAYER_REBIRTH){
|
|
||||||
ripplayer = false;
|
|
||||||
SetPlayerInvincibilityFrame(180);
|
|
||||||
_SigilCall(false, teamimg, 2816+256, 512, 2816+512, 768, objPlayer, 150);
|
|
||||||
SetPlayerSpell( max(2,GetPlayerSpell()) );
|
|
||||||
}
|
|
||||||
|
|
||||||
case(EV_GRAZE){
|
|
||||||
grazecounter += GetEventArgument(0);
|
|
||||||
ObjSound_Play(grazesfx);
|
|
||||||
while(grazecounter >= 10){
|
|
||||||
SetAreaCommonData("PIV", "currentvalue", GetAreaCommonData("PIV", "currentvalue")+10);
|
|
||||||
grazecounter -= 10;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@Finalize{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
task _MikoOption(){
|
|
||||||
|
|
||||||
// Offsets for 4 front options
|
|
||||||
|
|
||||||
float offsetX1 = 90;
|
|
||||||
float offsetX2 = offsetX1 * 2;
|
|
||||||
float offsetY1 = 45;
|
|
||||||
|
|
||||||
// Array that contains static/unchanging values for the PlayerOption
|
|
||||||
|
|
||||||
let val = [1792, 256, 2048, 512, 0.65, 256, 1, 1, false, false, 0, true, false];
|
|
||||||
|
|
||||||
// Option handling (right -> rightmost -> left -> leftmost)
|
|
||||||
|
|
||||||
float[][] offsetArray = [[offsetX1, offsetY1], [offsetX2, 0], [-offsetX1, offsetY1], [-offsetX2, 0]];
|
|
||||||
|
|
||||||
int opt1 = PlayerOption(
|
|
||||||
offsetArray[0][0], offsetArray[0][1],
|
|
||||||
teamimg,
|
|
||||||
val[0], val[1], val[2], val[3], val[4],
|
|
||||||
val[5], val[6], val[7], val[8],
|
|
||||||
val[9], val[10],
|
|
||||||
val[11], val[12]);
|
|
||||||
|
|
||||||
int opt2 = PlayerOption(
|
|
||||||
offsetArray[1][0], offsetArray[1][1],
|
|
||||||
teamimg,
|
|
||||||
val[0], val[1], val[2], val[3], val[4],
|
|
||||||
val[5], val[6], val[7], val[8],
|
|
||||||
val[9], val[10],
|
|
||||||
val[11], val[12]);
|
|
||||||
|
|
||||||
int opt3 = PlayerOption(
|
|
||||||
offsetArray[2][0], offsetArray[2][1],
|
|
||||||
teamimg,
|
|
||||||
val[0], val[1], val[2], val[3], val[4],
|
|
||||||
val[5], val[6], val[7], val[8],
|
|
||||||
val[9], val[10],
|
|
||||||
val[11], val[12]);
|
|
||||||
|
|
||||||
int opt4 = PlayerOption(
|
|
||||||
offsetArray[3][0], offsetArray[3][1],
|
|
||||||
teamimg,
|
|
||||||
val[0], val[1], val[2], val[3], val[4],
|
|
||||||
val[5], val[6], val[7], val[8],
|
|
||||||
val[9], val[10],
|
|
||||||
val[11], val[12]);
|
|
||||||
|
|
||||||
int[] optArray = [opt1, opt2, opt3, opt4];
|
|
||||||
|
|
||||||
ascent(i in -1..length(optArray)-1){
|
|
||||||
_SwingBehaviour(optArray[i]);
|
|
||||||
}
|
|
||||||
|
|
||||||
task _SwingBehaviour(target){
|
|
||||||
float ang = 0;
|
|
||||||
Obj_SetRenderPriorityI(target, 42);
|
|
||||||
while(true){
|
|
||||||
ObjRender_SetAngleZ(target, 0+20*sin(ang));
|
|
||||||
ang += 360/120;
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
int laser1 = _RenderLaser(opt1, -7, 300, GetStgFrameHeight*1.25, 65, 0, 2.6);
|
|
||||||
int laser2 = _RenderLaser(opt2, -14, 600, GetStgFrameHeight*1.25, 65, 0, 2.6);
|
|
||||||
int laser3 = _RenderLaser(opt3, 7, 300, GetStgFrameHeight*1.25, 65, 0, 2.6);
|
|
||||||
int laser4 = _RenderLaser(opt4, 14, 600, GetStgFrameHeight*1.25, 65, 0, 2.6);
|
|
||||||
|
|
||||||
//int laser3 = _RenderLaser(opt3, 0, 300, GetStgFrameHeight*1.25, 50, 0, 5);
|
|
||||||
|
|
||||||
float focusDist = 280;
|
|
||||||
let dummy = CreatePlayerShotA1(playerX, playerY-focusDist, 0, 0, 0, 99999, 0);
|
|
||||||
|
|
||||||
ObjShot_SetAutoDelete(dummy, false);
|
|
||||||
ObjShot_SetIntersectionEnable(dummy, false);
|
|
||||||
|
|
||||||
//ObjMove_AddPatternA4(laser1, 0, NO_CHANGE, 0, NO_CHANGE, NO_CHANGE, NO_CHANGE, NO_CHANGE, dummy);
|
|
||||||
//ObjMove_AddPatternA4(laser2, 0, NO_CHANGE, 0, NO_CHANGE, NO_CHANGE, NO_CHANGE, NO_CHANGE, dummy);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Miko's lasers
|
|
||||||
|
|
||||||
// Basic player parameters
|
|
||||||
|
|
||||||
task parameterrender(){
|
|
||||||
|
|
||||||
SetPlayerItemScope(120);
|
|
||||||
SetPlayerLife(9); // Debug
|
|
||||||
SetPlayerSpell(2);
|
|
||||||
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]); // (original: 5.25/2.0)
|
|
||||||
SetPlayerRebirthFrame(25);
|
|
||||||
SetPlayerAutoItemCollectLine(GetStgFrameHeight/3);
|
|
||||||
SetPlayerRebirthLossFrame(0);
|
|
||||||
ObjPlayer_AddIntersectionCircleA1(objPlayer, 0, 0, 2.0, 55);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Renders the shottype
|
|
||||||
// Player sprites
|
|
||||||
|
|
||||||
task playerrender(){
|
|
||||||
|
|
||||||
// Why is this movement code so cursed jesus fucking christ
|
|
||||||
|
|
||||||
float scale = 0.34; // Scalies
|
|
||||||
|
|
||||||
ObjPrim_SetTexture(objPlayer, teamimg);
|
|
||||||
ObjSprite2D_SetSourceRect(objPlayer, 0, 0, 320, 384);
|
|
||||||
ObjSprite2D_SetDestCenter(objPlayer);
|
|
||||||
Obj_SetRenderPriorityI(objPlayer, 42);
|
|
||||||
ObjRender_SetScaleXYZ(objPlayer, scale, scale, 1);
|
|
||||||
|
|
||||||
// Lower "speed" parameter = FASTER SPEED
|
|
||||||
|
|
||||||
// FOR WHEN ONLY IDLE SPRITES ARE DONE
|
|
||||||
|
|
||||||
loop{
|
|
||||||
// Focused
|
|
||||||
if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
|
|
||||||
frameidlemiko++;
|
|
||||||
_RenderPlayerMovement(objPlayer, frameidlemiko, 0, 1152, 320, 384, scale, 4, 5);
|
|
||||||
if (frameidlemiko >= (5*4-1)){frameidlemiko = 0;}
|
|
||||||
}
|
|
||||||
// Unfocused
|
|
||||||
else{
|
|
||||||
frameidlebyak++;
|
|
||||||
_RenderPlayerMovement(objPlayer, frameidlebyak, 0, 0, 320, 384, scale, 5, 5);
|
|
||||||
if (frameidlebyak >= (5*5-1)){frameidlebyak = 0;}
|
|
||||||
}
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
task ByakShot(){
|
|
||||||
|
|
||||||
// Offsets for 4 front options
|
|
||||||
|
|
||||||
float offsetX1 = 75;
|
|
||||||
float offsetX2 = offsetX1 * 2;
|
|
||||||
float offsetY1 = -75;
|
|
||||||
|
|
||||||
// Array that contains static/unchanging values for the PlayerOption
|
|
||||||
|
|
||||||
let valL = [2048, 256, 2048+256, 512, 0.32, 256, 1, 1, false, true, 6, false, true];
|
|
||||||
let valR = [2048, 256, 2048+256, 512, 0.32, 256, 1, 1, false, true, -6, false, true];
|
|
||||||
|
|
||||||
// Option handling
|
|
||||||
|
|
||||||
float[][] offsetArray = [[offsetX1, offsetY1], [offsetX2, 0], [-offsetX1, offsetY1], [-offsetX2, 0]];
|
|
||||||
|
|
||||||
int opt1 = PlayerOption(
|
|
||||||
offsetArray[0][0], offsetArray[0][1],
|
|
||||||
teamimg,
|
|
||||||
valR[0], valR[1], valR[2], valR[3], valR[4],
|
|
||||||
valR[5], valR[6], valR[7], valR[8],
|
|
||||||
valR[9], valR[10],
|
|
||||||
valR[11], valR[12]);
|
|
||||||
|
|
||||||
int opt2 = PlayerOption(
|
|
||||||
offsetArray[1][0], offsetArray[1][1],
|
|
||||||
teamimg,
|
|
||||||
valR[0], valR[1], valR[2], valR[3], valR[4],
|
|
||||||
valR[5], valR[6], valR[7], valR[8],
|
|
||||||
valR[9], valR[10],
|
|
||||||
valR[11], valR[12]);
|
|
||||||
|
|
||||||
int opt3 = PlayerOption(
|
|
||||||
offsetArray[2][0], offsetArray[2][1],
|
|
||||||
teamimg,
|
|
||||||
valL[0], valL[1], valL[2], valL[3], valL[4],
|
|
||||||
valL[5], valL[6], valL[7], valL[8],
|
|
||||||
valL[9], valL[10],
|
|
||||||
valL[11], valL[12]);
|
|
||||||
|
|
||||||
int opt4 = PlayerOption(
|
|
||||||
offsetArray[3][0], offsetArray[3][1],
|
|
||||||
teamimg,
|
|
||||||
valL[0], valL[1], valL[2], valL[3], valL[4],
|
|
||||||
valL[5], valL[6], valL[7], valL[8],
|
|
||||||
valL[9], valL[10],
|
|
||||||
valL[11], valL[12]);
|
|
||||||
|
|
||||||
int[] optArray = [opt1, opt2, opt3, opt4];
|
|
||||||
|
|
||||||
ObjRender_SetAngleX(opt1, (-1)*valR[4]);
|
|
||||||
ObjRender_SetAngleX(opt2, (-1)*valR[4]);
|
|
||||||
|
|
||||||
ascent(i in -1..length(optArray)-1){
|
|
||||||
_ThunderNeedle(optArray[i], 270, 7.5, 2);
|
|
||||||
}
|
|
||||||
|
|
||||||
_ThunderNeedle(optArray[1], 135, 7.5, 2);
|
|
||||||
_ThunderNeedle(optArray[3], 45, 7.5, 2);
|
|
||||||
|
|
||||||
//_ThunderNeedle(opt1, 270, 12, 2);
|
|
||||||
//_ThunderNeedle(opt2, 250, 5, 2);
|
|
||||||
//_ThunderNeedle(opt4, 290, 5, 2);
|
|
||||||
//_ThunderNeedle(opt3, 270, 12, 2);
|
|
||||||
|
|
||||||
// Byakuren's shot
|
|
||||||
|
|
||||||
task _ThunderNeedle(int target, float baseang, float tiltang, int num){
|
|
||||||
|
|
||||||
//float baseang = 270;
|
|
||||||
|
|
||||||
int a = 0;
|
|
||||||
|
|
||||||
loop{
|
|
||||||
if(IsPermitPlayerShot && !ripplayer && GetVirtualKeyState(VK_SHOT) != KEY_FREE && GetVirtualKeyState(VK_SLOWMOVE) == KEY_FREE){
|
|
||||||
if(shotspeed % 5 == 0){
|
|
||||||
ascent(i in 0..num){
|
|
||||||
float shot = CreatePlayerShotA1(ObjRender_GetX(target), ObjRender_GetY(target), 44, baseang-tiltang+a*tiltang*2, 4.1, 1.8, BYAKUREN_NEEDLE);
|
|
||||||
ObjRender_SetAlpha(shot, 255*(universalAlpha/100));
|
|
||||||
_BulletRescalePlayer(shot, 0.7, true, 0.7);
|
|
||||||
//Fadein(shot);
|
|
||||||
a++;
|
|
||||||
if (a == num){a = 0;}
|
|
||||||
}
|
|
||||||
ObjSound_Play(basesfx);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
|
|
||||||
task Fadein(target){
|
|
||||||
ascent(i in 0..5){
|
|
||||||
//ObjRender_SetAlpha(target, Interpolate_Decelerate(180, 255, i/5));
|
|
||||||
_BulletRescalePlayer(target, Interpolate_Decelerate(0.4, 0.7, i/5), true, Interpolate_Decelerate(0.4, 0.7,i/5));
|
|
||||||
//ObjRender_SetBlendType(target, BLEND_ADD_ARGB);
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
ObjRender_SetBlendType(target, BLEND_ALPHA);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Handling of bomb
|
|
||||||
task Fadein(target, len, targetscale, targetscalehitbox){
|
|
||||||
ascent(i in 0..len){
|
|
||||||
//ObjRender_SetAlpha(target, Interpolate_Decelerate(180, 255, i/len));
|
|
||||||
_BulletRescalePlayer(target, Interpolate_Decelerate(0.4, targetscale, i/len), true, Interpolate_Decelerate(1, targetscalehitbox, i/len));
|
|
||||||
//ObjRender_SetBlendType(target, BLEND_ADD_ARGB);
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
ObjRender_SetBlendType(target, BLEND_ALPHA);
|
|
||||||
}
|
|
||||||
|
|
||||||
task _FocusBomb(){
|
|
||||||
|
|
||||||
// Preparation
|
|
||||||
SetForbidPlayerShot(true);
|
|
||||||
SetForbidPlayerSpell(true);
|
|
||||||
SetPlayerInvincibilityFrame(32*3+32*3+42*3+120+45);
|
|
||||||
// Spell object
|
|
||||||
let manageObj = GetSpellManageObject(); // SPELL BEGINS
|
|
||||||
ObjSpell_Regist(manageObj);
|
|
||||||
ObjSound_Play(bombsfx);
|
|
||||||
SetPlayerSpeed(5, 5);
|
|
||||||
|
|
||||||
float angvel = 0.75;
|
|
||||||
float revolve = 2;
|
|
||||||
float spd = 21;
|
|
||||||
float dmg = 2;
|
|
||||||
float revolvechange = 12;
|
|
||||||
|
|
||||||
ascent(i in 0..16){
|
|
||||||
|
|
||||||
float angBase = rand(0, 360);
|
|
||||||
|
|
||||||
alternative(revolve)
|
|
||||||
case(2){revolve = -2;}
|
|
||||||
case(-2){revolve = 2;}
|
|
||||||
|
|
||||||
ascent(i in 0..12){
|
|
||||||
float ang = angBase + 360/12 * i;
|
|
||||||
int shot = CreateShotA2(playerX, playerY, 24, ang, 0, 24, revolve, 3, 0);
|
|
||||||
Fadein(shot, 10, 1.5, 1.5);
|
|
||||||
ObjRender_SetBlendType(shot, BLEND_ADD_ARGB);
|
|
||||||
ObjShot_SetIntersectionEnable(shot, true);
|
|
||||||
ObjShot_SetPenetration(shot, 9999);
|
|
||||||
ObjShot_SetDamage(shot, 2.5);
|
|
||||||
ObjShot_SetEraseShot(shot, true);
|
|
||||||
ObjShot_SetSpellFactor(shot, true);
|
|
||||||
ObjMove_AddPatternA2(shot, 90, NO_CHANGE, NO_CHANGE, 1, 40, 0);
|
|
||||||
//ObjShot_SetDeleteFrame(shot, 120);
|
|
||||||
ObjSound_Play(inferno);
|
|
||||||
}
|
|
||||||
|
|
||||||
ascent(i in 0..12){
|
|
||||||
float ang = angBase + 360/12 * i;
|
|
||||||
int shot = CreateShotA2(playerX, playerY, 24, ang, 0, 24, -revolve, 3, 0);
|
|
||||||
Fadein(shot, 10, 1.5, 1.5);
|
|
||||||
ObjRender_SetBlendType(shot, BLEND_ADD_ARGB);
|
|
||||||
ObjShot_SetIntersectionEnable(shot, true);
|
|
||||||
ObjShot_SetPenetration(shot, 9999);
|
|
||||||
ObjShot_SetDamage(shot, 2.5);
|
|
||||||
ObjShot_SetEraseShot(shot, true);
|
|
||||||
ObjShot_SetSpellFactor(shot, true);
|
|
||||||
ObjMove_AddPatternA2(shot, 90, NO_CHANGE, NO_CHANGE, 1, 40, 0);
|
|
||||||
//ObjShot_SetDeleteFrame(shot, 120);
|
|
||||||
ObjSound_Play(inferno);
|
|
||||||
}
|
|
||||||
|
|
||||||
wait(15);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Cleanup, end of spell
|
|
||||||
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]);
|
|
||||||
SetForbidPlayerShot(false);
|
|
||||||
wait(60);
|
|
||||||
SetForbidPlayerSpell(false);
|
|
||||||
Obj_Delete(manageObj); // !!! IMPORTANT !!!
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
task _UnfocusBomb(){
|
|
||||||
|
|
||||||
// Preparation
|
|
||||||
SetForbidPlayerShot(true);
|
|
||||||
SetForbidPlayerSpell(true);
|
|
||||||
SetPlayerInvincibilityFrame(32*3+32*3+42*3+120+45);
|
|
||||||
// Spell object
|
|
||||||
let manageObj = GetSpellManageObject(); // SPELL BEGINS
|
|
||||||
ObjSpell_Regist(manageObj);
|
|
||||||
ObjSound_Play(bombsfx);
|
|
||||||
SetPlayerSpeed(10, 10);
|
|
||||||
|
|
||||||
float angvel = 0.75;
|
|
||||||
float revolve = 0;
|
|
||||||
float spd = 21;
|
|
||||||
float dmg = 2;
|
|
||||||
float revolvechange = 12;
|
|
||||||
|
|
||||||
ascent(i in 0..100){
|
|
||||||
int shot = CreateShotA1(rand(0, GetStgFrameWidth()), -125, 36, 90, 2, 0);
|
|
||||||
|
|
||||||
Fadein(shot, 18, 1.4, 1.4);
|
|
||||||
ObjRender_SetBlendType(shot, BLEND_ADD_ARGB);
|
|
||||||
ObjShot_SetSpinAngularVelocity(shot, 5);
|
|
||||||
ObjShot_SetIntersectionEnable(shot, true);
|
|
||||||
ObjShot_SetPenetration(shot, 9999);
|
|
||||||
ObjShot_SetDamage(shot, 3.5);
|
|
||||||
ObjShot_SetEraseShot(shot, true);
|
|
||||||
ObjShot_SetSpellFactor(shot, true);
|
|
||||||
ObjSound_Play(inferno);
|
|
||||||
|
|
||||||
wait(3);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Cleanup, end of spell
|
|
||||||
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]);
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
|
@ -1,8 +0,0 @@
|
||||||
let current = GetCurrentScriptDirectory();
|
|
||||||
let path = current ~ "ByakMiko_ShotData.dnh";
|
|
||||||
LoadPlayerShotData(path);
|
|
||||||
// -----
|
|
||||||
|
|
||||||
const BYAKUREN_NEEDLE = 1;
|
|
||||||
|
|
||||||
|
|
|
@ -1,40 +0,0 @@
|
||||||
shot_image = "./playerlib/ByakMiko_Sheet.png"
|
|
||||||
|
|
||||||
ShotData{
|
|
||||||
id = 0 // Dummy
|
|
||||||
rect = (0,0,0,0)
|
|
||||||
render = ALPHA
|
|
||||||
alpha = 0
|
|
||||||
collision = 32
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Arrow (Option)
|
|
||||||
|
|
||||||
ShotData{
|
|
||||||
id = 1
|
|
||||||
rect = (2048, 0, 2304, 256)
|
|
||||||
render = ALPHA
|
|
||||||
alpha = 255
|
|
||||||
collision = (75, 0, 0) // Hitbox of arrows is not centered on the sprite
|
|
||||||
}
|
|
||||||
|
|
||||||
// Bomb
|
|
||||||
|
|
||||||
ShotData{
|
|
||||||
id = 2
|
|
||||||
rect = (2560, 0, 2816, 256)
|
|
||||||
render = ADD_ARGB
|
|
||||||
alpha = 255
|
|
||||||
collision = 80 // Hitbox of arrows is not centered on the sprite
|
|
||||||
}
|
|
||||||
|
|
||||||
ShotData{
|
|
||||||
id = 3
|
|
||||||
rect = (2816, 0, 3072, 256)
|
|
||||||
render = ADD_ARGB
|
|
||||||
alpha = 255
|
|
||||||
collision = 80 // Hitbox of arrows is not centered on the sprite
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
Before Width: | Height: | Size: 1.3 MiB |
|
@ -1 +0,0 @@
|
||||||
2,0.57,,0.3442,,0.2691,0.3,0.2179,,0.3445,,,,,,,,,,,0.2992,,0.5139,,,1,,,,,,,masterVolume
|
|
|
@ -1,115 +0,0 @@
|
||||||
|
|
||||||
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(inferno);}
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
|
@ -1,693 +0,0 @@
|
||||||
#TouhouDanmakufu[Player]
|
|
||||||
#ScriptVersion[3]
|
|
||||||
#ID["RinnoRemi"]
|
|
||||||
#Title["Rinnosuke Morichika & Remilia Scarlet"]
|
|
||||||
#Text["Unfocused Shot: Electronic Doombringer[r]Outbursts of fire from the Outside World's doomsday devices.[r][r]Focused Shot: Fate-Sealing Stars[r]High-speed homing stars.[r][r]Special Ability: Longer deathbomb timer."]
|
|
||||||
|
|
||||||
//#Image["./mariremi_lib/mariremi_illust.png"]
|
|
||||||
|
|
||||||
#ReplayName["RinnoRemi"]
|
|
||||||
|
|
||||||
#include "script/KevinSystem/Kevin_PlayerLib.txt"
|
|
||||||
#include "script/KevinSystem/PlayerSoundLib.dnh"
|
|
||||||
|
|
||||||
#include "./RinnoRemi_Function.dnh"
|
|
||||||
#include "./RinnoRemi_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/RinnoRemi_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);
|
|
||||||
|
|
||||||
int frameidlerinno = 0;
|
|
||||||
int frameidleremi = 0;
|
|
||||||
int framemoverinno = 0;
|
|
||||||
int framemoveremi = 0;
|
|
||||||
|
|
||||||
bool ripplayer = false;
|
|
||||||
float shotspeed = 0;
|
|
||||||
float bombrand = 0;
|
|
||||||
|
|
||||||
bool bombenable = false;
|
|
||||||
bool focusactive = false;
|
|
||||||
bool ishoming = false;
|
|
||||||
|
|
||||||
int[] _enemyArray = []; // Prepare an array to store enemy IDs for Kouda's homing shot
|
|
||||||
int[] _existArray = [];
|
|
||||||
int[] _shotArray = [];
|
|
||||||
|
|
||||||
int grazecounter = 0; // For basic graze = PIV mechanic
|
|
||||||
|
|
||||||
float[] PlayerSpd = [9.5, 5.2];
|
|
||||||
|
|
||||||
// Custom events for scoring mechanic
|
|
||||||
|
|
||||||
const EV_PIV_100 = EV_USER + 100i; // Normal enemies and nons
|
|
||||||
const EV_PIV_250 = EV_USER + 101i; // Spells
|
|
||||||
const EV_PIV_500 = EV_USER + 102i; // Last Spells
|
|
||||||
const EV_PIV_2000 = EV_USER + 103i; // What.
|
|
||||||
|
|
||||||
@Initialize{
|
|
||||||
|
|
||||||
if(!IsCommonDataAreaExists("PIV")){
|
|
||||||
CreateCommonDataArea("PIV");
|
|
||||||
SetAreaCommonData("PIV", "currentvalue", 10000);
|
|
||||||
}
|
|
||||||
else{}
|
|
||||||
|
|
||||||
SetPlayerStateEndEnable(true);
|
|
||||||
|
|
||||||
// Stuff
|
|
||||||
parameterrender();
|
|
||||||
playerrender();
|
|
||||||
Obj_SetRenderPriorityI(objPlayer, 43);
|
|
||||||
plrender = Obj_GetRenderPriorityI(objPlayer);
|
|
||||||
_SoundTask();
|
|
||||||
|
|
||||||
//SetIntersectionVisualization(true); // Debug
|
|
||||||
|
|
||||||
_Mechanic(ripplayer, _enemyArray, _existArray, GetStgFrameWidth(), GetStgFrameHeight(), objPlayer, GetEnemyBossSceneObjectID(), 5, 2, 80);
|
|
||||||
|
|
||||||
_HitboxRender(ripplayer, objPlayer, teamimg, teamimg, 2560, 512, 2688, 640, 2816, 1024, 2816+511, 1024+511, 0.22, 0.65);
|
|
||||||
SetShotAutoDeleteClip(256, 256, 256, 256);
|
|
||||||
|
|
||||||
// Shot functions
|
|
||||||
|
|
||||||
//_CAVELaser();
|
|
||||||
rinnoShot();
|
|
||||||
_BaseShot();
|
|
||||||
_remiOption();
|
|
||||||
//UniversalAlphaHandle(_shotArray);
|
|
||||||
|
|
||||||
// Shot data loading
|
|
||||||
LoadPlayerShotData(csd ~ "./RinnoRemi_ShotData.dnh");
|
|
||||||
}
|
|
||||||
|
|
||||||
@MainLoop{
|
|
||||||
_enemyArray = GetIntersectionRegistedEnemyID;
|
|
||||||
shotspeed += 1; // Managing the shot rate
|
|
||||||
//_shotArray = GetAllShotID(TARGET_PLAYER);
|
|
||||||
//UniversalAlphaHandle(_shotArray);
|
|
||||||
playerX = ObjMove_GetX(objPlayer);
|
|
||||||
playerY = ObjMove_GetY(objPlayer);
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
|
|
||||||
@Event{
|
|
||||||
alternative(GetEventType)
|
|
||||||
|
|
||||||
// Delete effect
|
|
||||||
case(EV_DELETE_SHOT_PLAYER){
|
|
||||||
let graphic = GetEventArgument(2);
|
|
||||||
float[] position = GetEventArgument(1);
|
|
||||||
let obj = CreatePlayerShotA1(position[0], position[1], 0, ObjMove_GetAngle(GetEventArgument(0)), 0, 99999, graphic);
|
|
||||||
ObjShot_SetIntersectionEnable(obj, false); _DeleteEffect(obj);
|
|
||||||
//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);
|
|
||||||
if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){_FocusBomb(); _SigilCall(false, teamimg, 2816+256, 512, 2816+512, 768, objPlayer, GetPlayerInvincibilityFrame());}
|
|
||||||
else{_UnfocusBomb();
|
|
||||||
_SigilCall(false, teamimg, 2816+256, 512, 2816+512, 768, objPlayer, GetPlayerInvincibilityFrame());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
else {
|
|
||||||
SetScriptResult(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
case(EV_HIT){
|
|
||||||
ObjSound_Play(predeathsfx);
|
|
||||||
_DeathbombWarning(teamimg, [1792, 512, 1792+512, 512+512], 15, 0.75);
|
|
||||||
}
|
|
||||||
|
|
||||||
case(EV_PLAYER_SHOOTDOWN){
|
|
||||||
ObjSound_Play(deathsfx);
|
|
||||||
ripplayer = true;
|
|
||||||
_SigilCall(true, teamimg, 2816, 512, 2816+256, 768, objPlayer, 120);
|
|
||||||
}
|
|
||||||
|
|
||||||
case(EV_PLAYER_REBIRTH){
|
|
||||||
ripplayer = false;
|
|
||||||
SetPlayerInvincibilityFrame(180);
|
|
||||||
_SigilCall(false, teamimg, 2816+256, 512, 2816+512, 768, objPlayer, 150);
|
|
||||||
SetPlayerSpell( max(2,GetPlayerSpell()) );
|
|
||||||
}
|
|
||||||
|
|
||||||
case(EV_GRAZE){
|
|
||||||
grazecounter += GetEventArgument(0);
|
|
||||||
ObjSound_Play(grazesfx);
|
|
||||||
while(grazecounter >= 10){
|
|
||||||
SetAreaCommonData("PIV", "currentvalue", GetAreaCommonData("PIV", "currentvalue")+10);
|
|
||||||
grazecounter -= 10;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@Finalize{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Homing
|
|
||||||
|
|
||||||
task _BaseShot(){
|
|
||||||
|
|
||||||
loop{
|
|
||||||
if(IsPermitPlayerShot && !ripplayer && GetVirtualKeyState(VK_SHOT) != KEY_FREE){
|
|
||||||
if(shotspeed % 5 == 0){
|
|
||||||
if(GetVirtualKeyState(VK_SLOWMOVE) == KEY_FREE){
|
|
||||||
float ang2 = 270-2*9;
|
|
||||||
//float angvel = (3.6-3*0.6)*1.2;
|
|
||||||
loop(5){
|
|
||||||
let bullet = CreatePlayerShotA1(playerX, playerY, 32, ang2, 1.4, 1.8, BASE);
|
|
||||||
Obj_SetRenderPriorityI(bullet, 39);
|
|
||||||
ObjRender_SetAlpha(bullet, 255*(universalAlpha/100));
|
|
||||||
ObjShot_SetSpinAngularVelocity(bullet, 10);
|
|
||||||
_BulletRescalePlayer(bullet, 0.5, true, 0.8);
|
|
||||||
//angvel -= 0.6*1.2;
|
|
||||||
ang2 += 9;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
|
|
||||||
float ang2 = 270-2*5;
|
|
||||||
//float angvel = (3.6-3*0.6)*1.2;
|
|
||||||
loop(5){
|
|
||||||
let bullet = CreatePlayerShotA1(playerX, playerY, 32, ang2, 1.2, 1.8, BASE);
|
|
||||||
Obj_SetRenderPriorityI(bullet, 39);
|
|
||||||
ObjRender_SetAlpha(bullet, 255*(universalAlpha/100));
|
|
||||||
ObjShot_SetSpinAngularVelocity(bullet, 10);
|
|
||||||
_BulletRescalePlayer(bullet, 0.5, true, 0.8);
|
|
||||||
//angvel -= 0.6*1.2;
|
|
||||||
ang2 += 5;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
//ObjSound_Play(basesfx);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
task _HomeShot(int shot_) {
|
|
||||||
|
|
||||||
float duration = 1;
|
|
||||||
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(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;
|
|
||||||
}*/
|
|
||||||
|
|
||||||
if (homingBool) {
|
|
||||||
for (int f = 0; t < duration && !Obj_IsDeleted(shot_) && !Obj_IsDeleted(targetID) && ObjEnemy_GetInfo(targetID, INFO_LIFE) != 0 && !ObjCol_IsIntersected(shot_); t++) {
|
|
||||||
ObjShot_SetAutoDelete(shot_, false);
|
|
||||||
|
|
||||||
float shotAngle = NormalizeAngle(ObjMove_GetAngle(shot_)); // Angle of the player shot
|
|
||||||
float targetAngle = NormalizeAngle(atan2(ObjMove_GetY(targetID) - ObjMove_GetY(shot_), ObjMove_GetX(targetID) - ObjMove_GetX(shot_))); // Returns angle from the shot to the enemy.
|
|
||||||
float angleDistance = AngularDistance(shotAngle, targetAngle); // Angular distance between enemy and player shot
|
|
||||||
float homeRate = Interpolate_Decelerate(0, 0.75, min(60, f) / 60);
|
|
||||||
// Homing speed?
|
|
||||||
ObjMove_SetAngle(shot_, Interpolate_Accelerate(shotAngle, shotAngle + angleDistance, 1)); // Interpolate_Necko
|
|
||||||
f++;
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
ObjShot_SetAutoDelete(shot_, true);
|
|
||||||
ObjMove_SetAngularVelocity(shot_, 0);
|
|
||||||
homingBool = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
task _SwingBehaviour(target){
|
|
||||||
float ang = 0;
|
|
||||||
Obj_SetRenderPriorityI(target, 42);
|
|
||||||
while(true){
|
|
||||||
ObjRender_SetAngleZ(target, 0+20*sin(ang));
|
|
||||||
ang += 360/120;
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
task _remiOption(){
|
|
||||||
|
|
||||||
// Offsets for 4 front options
|
|
||||||
|
|
||||||
float offsetX1 = 150;
|
|
||||||
float offsetX2 = offsetX1 * 2;
|
|
||||||
float offsetY1 = 90;
|
|
||||||
|
|
||||||
// Array that contains static/unchanging values for the PlayerOption
|
|
||||||
|
|
||||||
let val = [2048, 256, 2304, 512, 0.6, 256, 1, 1, false, false, 0, true, false];
|
|
||||||
|
|
||||||
// Option handling (right -> rightmost -> left -> leftmost)
|
|
||||||
|
|
||||||
float[][] offsetArray = [[offsetX1, offsetY1], [offsetX2, 0], [-offsetX1, offsetY1], [-offsetX2, 0]];
|
|
||||||
|
|
||||||
int opt1 = PlayerOption(
|
|
||||||
offsetArray[0][0], offsetArray[0][1],
|
|
||||||
teamimg,
|
|
||||||
val[0], val[1], val[2], val[3], val[4],
|
|
||||||
val[5], val[6], val[7], val[8],
|
|
||||||
val[9], val[10],
|
|
||||||
val[11], val[12]);
|
|
||||||
|
|
||||||
int opt2 = PlayerOption(
|
|
||||||
offsetArray[1][0], offsetArray[1][1],
|
|
||||||
teamimg,
|
|
||||||
val[0], val[1], val[2], val[3], val[4],
|
|
||||||
val[5], val[6], val[7], val[8],
|
|
||||||
val[9], val[10],
|
|
||||||
val[11], val[12]);
|
|
||||||
|
|
||||||
int opt3 = PlayerOption(
|
|
||||||
offsetArray[2][0], offsetArray[2][1],
|
|
||||||
teamimg,
|
|
||||||
val[0], val[1], val[2], val[3], val[4],
|
|
||||||
val[5], val[6], val[7], val[8],
|
|
||||||
val[9], val[10],
|
|
||||||
val[11], val[12]);
|
|
||||||
|
|
||||||
int opt4 = PlayerOption(
|
|
||||||
offsetArray[3][0], offsetArray[3][1],
|
|
||||||
teamimg,
|
|
||||||
val[0], val[1], val[2], val[3], val[4],
|
|
||||||
val[5], val[6], val[7], val[8],
|
|
||||||
val[9], val[10],
|
|
||||||
val[11], val[12]);
|
|
||||||
|
|
||||||
int[] optArray = [opt1, opt2, opt3, opt4];
|
|
||||||
|
|
||||||
ascent(i in -1..length(optArray)-1){
|
|
||||||
_SwingBehaviour(optArray[i]);
|
|
||||||
_HomingStars(optArray[i]);
|
|
||||||
}
|
|
||||||
|
|
||||||
task _HomingStars(option){
|
|
||||||
|
|
||||||
loop{
|
|
||||||
if(shotspeed % 5 == 0 && GetVirtualKeyState(VK_SHOT) != KEY_FREE && IsPermitPlayerShot && !ripplayer){
|
|
||||||
|
|
||||||
if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
|
|
||||||
|
|
||||||
float x = ObjRender_GetX(option);
|
|
||||||
float y = ObjRender_GetY(option);
|
|
||||||
|
|
||||||
ascent(i in -1..1){
|
|
||||||
let shotA = CreatePlayerShotA1(-50+x+25-50*i, y, 50, 270, 1.37, 1.25, LOCKON_KNIFE);
|
|
||||||
//ObjMove_AddPatternA2(shotA, 1, 5, NO_CHANGE, -0.1, 3.75, rand(-0.4, 0.4));
|
|
||||||
|
|
||||||
//ObjMove_AddPatternA2(shotA, 1, NO_CHANGE, NO_CHANGE, 25, 50, 0);
|
|
||||||
_BulletRescalePlayer(shotA, 0.7, true, 1);
|
|
||||||
ObjRender_SetAlpha(shotA, 255*(universalAlpha/100));
|
|
||||||
ObjSound_Play(inferno);
|
|
||||||
_HomeShot(shotA);
|
|
||||||
//Fadein(shotA, 10);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Basic player parameters
|
|
||||||
|
|
||||||
task parameterrender(){
|
|
||||||
|
|
||||||
SetPlayerItemScope(120);
|
|
||||||
SetPlayerLife(9); // Debug
|
|
||||||
SetPlayerSpell(2);
|
|
||||||
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]); // (original: 5.25/2.0)
|
|
||||||
SetPlayerRebirthFrame(12);
|
|
||||||
SetPlayerAutoItemCollectLine(GetStgFrameHeight/3);
|
|
||||||
SetPlayerRebirthLossFrame(0);
|
|
||||||
ObjPlayer_AddIntersectionCircleA1(objPlayer, 0, 0, 1.25, 40);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Renders the shottype
|
|
||||||
// Player sprites
|
|
||||||
|
|
||||||
task playerrender(){
|
|
||||||
|
|
||||||
// Why is this movement code so cursed jesus fucking christ
|
|
||||||
|
|
||||||
float scale = 0.39; // Scalies
|
|
||||||
|
|
||||||
ObjPrim_SetTexture(objPlayer, teamimg);
|
|
||||||
ObjSprite2D_SetSourceRect(objPlayer, 0, 0, 320, 384);
|
|
||||||
ObjSprite2D_SetDestCenter(objPlayer);
|
|
||||||
Obj_SetRenderPriorityI(objPlayer, 42);
|
|
||||||
ObjRender_SetScaleXYZ(objPlayer, scale, scale, 1);
|
|
||||||
|
|
||||||
// Lower "speed" parameter = FASTER SPEED
|
|
||||||
|
|
||||||
// FOR WHEN ONLY IDLE SPRITES ARE DONE
|
|
||||||
|
|
||||||
loop{
|
|
||||||
// Focused
|
|
||||||
if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
|
|
||||||
frameidleremi++;
|
|
||||||
_RenderPlayerMovement(objPlayer, frameidleremi, 0, 1152, 320, 384, scale, 4, 6);
|
|
||||||
if (frameidleremi >= (5*4-1)){frameidleremi = 0;}
|
|
||||||
}
|
|
||||||
// Unfocused
|
|
||||||
else{
|
|
||||||
frameidlerinno++;
|
|
||||||
_RenderPlayerMovement(objPlayer, frameidlerinno, 0, 0, 320, 384, scale, 4, 6);
|
|
||||||
if (frameidlerinno >= (5*4-1)){frameidlerinno = 0;}
|
|
||||||
}
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
task rinnoShot(){
|
|
||||||
|
|
||||||
// Offsets for 4 front options
|
|
||||||
|
|
||||||
float offsetX1 = 90;
|
|
||||||
|
|
||||||
// Array that contains static/unchanging values for the PlayerOption
|
|
||||||
|
|
||||||
let valR = [1792, 256, 2048, 512, 0.5, 256, 1, 1, false, false, 6, false, true];
|
|
||||||
|
|
||||||
// Option handling
|
|
||||||
|
|
||||||
float[][] offsetArray = [[offsetX1, 0], [-offsetX1, 0]];
|
|
||||||
|
|
||||||
/*int opt1 = PlayerOption(
|
|
||||||
offsetArray[0][0], offsetArray[0][1],
|
|
||||||
teamimg,
|
|
||||||
valR[0], valR[1], valR[2], valR[3], valR[4],
|
|
||||||
valR[5], valR[6], valR[7], valR[8],
|
|
||||||
valR[9], valR[10],
|
|
||||||
valR[11], valR[12]);
|
|
||||||
|
|
||||||
int opt2 = PlayerOption(
|
|
||||||
offsetArray[1][0], offsetArray[1][1],
|
|
||||||
teamimg,
|
|
||||||
valR[0], valR[1], valR[2], valR[3], valR[4],
|
|
||||||
valR[5], valR[6], valR[7], valR[8],
|
|
||||||
valR[9], valR[10],
|
|
||||||
valR[11], valR[12]);*/
|
|
||||||
|
|
||||||
int opt3 = PlayerOption(
|
|
||||||
0, 150,
|
|
||||||
teamimg,
|
|
||||||
valR[0], valR[1], valR[2], valR[3], valR[4],
|
|
||||||
valR[5], valR[6], valR[7], valR[8],
|
|
||||||
valR[9], valR[10],
|
|
||||||
valR[11], valR[12]);
|
|
||||||
|
|
||||||
//int[] optArray = [opt1, opt2];
|
|
||||||
|
|
||||||
float angle = 255;
|
|
||||||
|
|
||||||
/*ascent(i in -1..length(optArray)-1){
|
|
||||||
_ThunderNeedle(optArray[i], angle, 10, 4);
|
|
||||||
_ThunderNeedle(optArray[i], 90, 7.5, 2.5);
|
|
||||||
_SwingBehaviour(optArray[i]);
|
|
||||||
angle += 35;
|
|
||||||
}*/
|
|
||||||
|
|
||||||
_ThunderNeedle(opt3, 15, 270, 10, 8, 4.2);
|
|
||||||
_ThunderNeedle(opt3, -15, 90, 15, 4, 4.4);
|
|
||||||
_SwingBehaviour(opt3);
|
|
||||||
|
|
||||||
task _ThunderNeedle(int target, float yoffset, float baseang, float tiltang, int num, float dmg){
|
|
||||||
|
|
||||||
//float baseang = 270;
|
|
||||||
|
|
||||||
//int a = trunc(-num/2);
|
|
||||||
|
|
||||||
// Odd numbers only
|
|
||||||
|
|
||||||
loop{
|
|
||||||
if(IsPermitPlayerShot && !ripplayer && GetVirtualKeyState(VK_SHOT) != KEY_FREE && GetVirtualKeyState(VK_SLOWMOVE) == KEY_FREE){
|
|
||||||
if(shotspeed % 5 == 0){
|
|
||||||
ascent(i in trunc(-num/2)..trunc(num/2)+1){
|
|
||||||
float shot = CreatePlayerShotA1(ObjRender_GetX(target), ObjRender_GetY(target)+yoffset, 65, baseang-tiltang*i, dmg, 1.0, ELECTRIC_FIRE_ALT);
|
|
||||||
ObjRender_SetAlpha(shot, 255*(universalAlpha/100));
|
|
||||||
Obj_SetRenderPriorityI(shot, 39);
|
|
||||||
_BulletRescalePlayer(shot, 0.55, true, 1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if(shotspeed % 5 == 0){ObjSound_Play(basesfx);}
|
|
||||||
}
|
|
||||||
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 _FocusBomb(){
|
|
||||||
|
|
||||||
// Preparation
|
|
||||||
SetForbidPlayerShot(true);
|
|
||||||
SetForbidPlayerSpell(true);
|
|
||||||
SetPlayerInvincibilityFrame(32*3+32*3+42*3+120+45);
|
|
||||||
// Spell object
|
|
||||||
let manageObj = GetSpellManageObject(); // SPELL BEGINS
|
|
||||||
ObjSpell_Regist(manageObj);
|
|
||||||
ObjSound_Play(bombsfx);
|
|
||||||
SetPlayerSpeed(PlayerSpd[1]-2, PlayerSpd[1]-2);
|
|
||||||
|
|
||||||
float angvel = 0.75;
|
|
||||||
float revolve = 0;
|
|
||||||
float spd = 21;
|
|
||||||
float dmg = 2;
|
|
||||||
float revolvechange = 12;
|
|
||||||
|
|
||||||
ascent(i in 0..40){
|
|
||||||
|
|
||||||
int shot = CreateShotA2(playerX, playerY, 25, rand(260, 280), rand(-1.5, -1), 0.5, HOMING_STAR, 15);
|
|
||||||
//_BulletRescalePlayer(shot, 3, true, 1);
|
|
||||||
ObjShot_SetSpinAngularVelocity(shot, 6);
|
|
||||||
Fadein(shot, 20, 2, 2);
|
|
||||||
ObjRender_SetBlendType(shot, BLEND_ADD_ARGB);
|
|
||||||
ObjMove_AddPatternA2(shot, 30, NO_CHANGE, NO_CHANGE, 0.8, 32, 0);
|
|
||||||
ObjShot_SetIntersectionEnable(shot, true);
|
|
||||||
ObjShot_SetPenetration(shot, 9999);
|
|
||||||
ObjShot_SetDamage(shot, 2);
|
|
||||||
ObjShot_SetEraseShot(shot, true);
|
|
||||||
ObjShot_SetSpellFactor(shot, true);
|
|
||||||
ObjSound_Play(inferno);
|
|
||||||
wait(5);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Cleanup, end of spell
|
|
||||||
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]);
|
|
||||||
SetForbidPlayerShot(false);
|
|
||||||
wait(60);
|
|
||||||
SetForbidPlayerSpell(false);
|
|
||||||
Obj_Delete(manageObj); // !!! IMPORTANT !!!
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
task _UnfocusBomb(){
|
|
||||||
|
|
||||||
// Preparation
|
|
||||||
SetForbidPlayerShot(true);
|
|
||||||
SetForbidPlayerSpell(true);
|
|
||||||
SetPlayerInvincibilityFrame(32*3+32*3+42*3+120+45);
|
|
||||||
// Spell object
|
|
||||||
let manageObj = GetSpellManageObject(); // SPELL BEGINS
|
|
||||||
ObjSpell_Regist(manageObj);
|
|
||||||
ObjSound_Play(bombsfx);
|
|
||||||
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[0]);
|
|
||||||
|
|
||||||
float angvel = 0.75;
|
|
||||||
float revolve = 0;
|
|
||||||
float spd = 21;
|
|
||||||
float dmg = 2;
|
|
||||||
float revolvechange = 12;
|
|
||||||
|
|
||||||
int hakkero = CreatePlayerShotA1(playerX, playerY, 0, 0, 12, 999999, 4);
|
|
||||||
ObjShot_SetIntersectionEnable(hakkero, true);
|
|
||||||
ObjShot_SetEraseShot(hakkero, true);
|
|
||||||
ObjShot_SetSpellFactor(hakkero, true);
|
|
||||||
ObjShot_SetSpinAngularVelocity(hakkero, 8);
|
|
||||||
|
|
||||||
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);
|
|
||||||
SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]);
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
|
@ -1,12 +0,0 @@
|
||||||
let current = GetCurrentScriptDirectory();
|
|
||||||
let path = current ~ "RinnoRemi_ShotData.dnh";
|
|
||||||
LoadPlayerShotData(path);
|
|
||||||
// -----
|
|
||||||
|
|
||||||
const HOMING_STAR = 1;
|
|
||||||
const ELECTRIC_FIRE = 2;
|
|
||||||
const BASE = 3;
|
|
||||||
const ELECTRIC_FIRE_ALT = 5;
|
|
||||||
const LOCKON_KNIFE = 6;
|
|
||||||
|
|
||||||
|
|
|
@ -1,64 +0,0 @@
|
||||||
shot_image = "./playerlib/RinnoRemi_Sheet.png"
|
|
||||||
|
|
||||||
ShotData{
|
|
||||||
id = 0 // Dummy
|
|
||||||
rect = (0,0,0,0)
|
|
||||||
render = ALPHA
|
|
||||||
alpha = 0
|
|
||||||
collision = 32
|
|
||||||
}
|
|
||||||
|
|
||||||
// Homing stars
|
|
||||||
|
|
||||||
ShotData{
|
|
||||||
id = 1
|
|
||||||
rect = (1792, 0, 2048, 256)
|
|
||||||
render = ALPHA
|
|
||||||
alpha = 255
|
|
||||||
collision = (75, 0, 0) // Hitbox of arrows is not centered on the sprite
|
|
||||||
}
|
|
||||||
|
|
||||||
// Unfocused fire
|
|
||||||
|
|
||||||
ShotData{
|
|
||||||
id = 2
|
|
||||||
rect = (2048, 0, 2304, 256)
|
|
||||||
render = ALPHA
|
|
||||||
alpha = 200
|
|
||||||
collision = (52, 0, 0) // Hitbox of arrows is not centered on the sprite
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
ShotData{
|
|
||||||
id = 3
|
|
||||||
rect = (2304, 0, 2560, 256)
|
|
||||||
render = ALPHA
|
|
||||||
alpha = 200
|
|
||||||
collision = (75, 0, 0) // Hitbox of arrows is not centered on the sprite
|
|
||||||
}
|
|
||||||
|
|
||||||
ShotData{
|
|
||||||
id = 5
|
|
||||||
rect = (2560, 0, 2816, 384)
|
|
||||||
render = ALPHA
|
|
||||||
alpha = 210
|
|
||||||
collision = (115, 0, 128) // Hitbox of arrows is not centered on the sprite
|
|
||||||
}
|
|
||||||
|
|
||||||
ShotData{
|
|
||||||
id = 6
|
|
||||||
rect = (2816, 0, 3072, 256)
|
|
||||||
render = ALPHA
|
|
||||||
alpha = 225
|
|
||||||
collision = (75, 0, 0) // Hitbox of arrows is not centered on the sprite
|
|
||||||
}
|
|
||||||
|
|
||||||
// Bomb
|
|
||||||
|
|
||||||
ShotData{
|
|
||||||
id = 4
|
|
||||||
rect = (3328, 1024, 3840, 1536)
|
|
||||||
render = ADD_ARGB
|
|
||||||
alpha = 255
|
|
||||||
collision = 160
|
|
||||||
}
|
|
Before Width: | Height: | Size: 1.3 MiB |
Before Width: | Height: | Size: 1.1 MiB |
|
@ -1 +0,0 @@
|
||||||
2,0.57,,0.3442,,0.2691,0.3,0.2179,,0.3445,,,,,,,,,,,0.2992,,0.5139,,,1,,,,,,,masterVolume
|
|
Before Width: | Height: | Size: 51 KiB |
Before Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 4.3 KiB |
Before Width: | Height: | Size: 8.1 KiB |
Before Width: | Height: | Size: 39 KiB |
Before Width: | Height: | Size: 25 KiB |
|
@ -1,322 +0,0 @@
|
||||||
// Lasers that don't penetrate
|
|
||||||
// Can be pasted into default player Rumia by adding `TLasers();` to @Initialize
|
|
||||||
// Activation logic is focused-shooting with a slight delay, similar to CAVE games.
|
|
||||||
// "RemovePLaserGfx()" can go into shutting-down (probably not necessary).
|
|
||||||
// Made by razzy
|
|
||||||
|
|
||||||
task TLasers{
|
|
||||||
|
|
||||||
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 to 0.
|
|
||||||
|
|
||||||
let laserLimit = 15;
|
|
||||||
let laserMode=-laserLimit;
|
|
||||||
|
|
||||||
loop{
|
|
||||||
if(IsPermitPlayerShot
|
|
||||||
&& GetPlayerState!=STATE_HIT
|
|
||||||
&& GetPlayerState!=STATE_DOWN
|
|
||||||
&& GetPlayerState!=STATE_END
|
|
||||||
&& (GetVirtualKeyState(VK_SHOT)==KEY_PUSH || GetVirtualKeyState(VK_SHOT)==KEY_HOLD)
|
|
||||||
){
|
|
||||||
if(GetVirtualKeyState(VK_SLOWMOVE)==KEY_PUSH || GetVirtualKeyState(VK_SLOWMOVE)==KEY_HOLD){
|
|
||||||
laserMode=min(0,laserMode+1);
|
|
||||||
}
|
|
||||||
else{
|
|
||||||
// reset laser delay when slowmove is let go
|
|
||||||
laserMode=-laserLimit;
|
|
||||||
}
|
|
||||||
|
|
||||||
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, 2, true, 2, 2);
|
|
||||||
}
|
|
||||||
odd=-odd;
|
|
||||||
}
|
|
||||||
//PlaySnd(SND_p_shot, 93);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else{
|
|
||||||
// reset laser delay when fire is let go
|
|
||||||
// KEV: Unnecessary if the laser fires immediately
|
|
||||||
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, IsStrongLaser, 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: 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.
|
|
||||||
let damager = ObjShot_Create(OBJ_STRAIGHT_LASER);
|
|
||||||
ObjShot_SetGraphic(damager, 1);
|
|
||||||
Obj_SetVisible(damager, false);
|
|
||||||
ObjShot_Regist(damager);
|
|
||||||
ObjShot_SetDamage(damager, dmg);
|
|
||||||
ObjShot_SetPenetration(damager, 8);
|
|
||||||
ObjLaser_SetLength(damager, 0);
|
|
||||||
ObjLaser_SetIntersectionWidth(damager, 64*width);
|
|
||||||
ObjLaser_SetRenderWidth(damager, 64*vwidth);
|
|
||||||
ObjStLaser_SetAngle(damager, ang);
|
|
||||||
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(!Obj_IsDeleted(damager) // KEV: The four following states can be reduced to !ripplayer in my player scripts
|
|
||||||
&& IsPermitPlayerShot
|
|
||||||
&& GetPlayerState!=STATE_HIT
|
|
||||||
&& GetPlayerState!=STATE_DOWN
|
|
||||||
&& GetPlayerState!=STATE_END // Reduce these below to != KEY_FREE
|
|
||||||
&& (GetVirtualKeyState(VK_SHOT)==KEY_PUSH || GetVirtualKeyState(VK_SHOT)==KEY_HOLD)
|
|
||||||
&& (GetVirtualKeyState(VK_SLOWMOVE)==KEY_PUSH || GetVirtualKeyState(VK_SLOWMOVE)==KEY_HOLD)
|
|
||||||
){
|
|
||||||
CheckLaserIntersection;
|
|
||||||
|
|
||||||
// Set the laser's position and length
|
|
||||||
ObjMove_SetPosition(damager, ObjRender_GetX(obj)+xoff,ObjRender_GetY(obj)+yoff);
|
|
||||||
len = min(maxLen, len+spd);
|
|
||||||
ObjLaser_SetLength(damager, len);
|
|
||||||
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>8){
|
|
||||||
MakeLaserGfxFrame;
|
|
||||||
len=max(0,len-spd);
|
|
||||||
ObjLaser_SetLength(damager, len);
|
|
||||||
CheckLaserIntersection;
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
Obj_Delete(damager);
|
|
||||||
|
|
||||||
function MakeLaserGfxFrame(){
|
|
||||||
let hyper=0;
|
|
||||||
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.
|
|
||||||
|
|
||||||
(The color values should be unnecessary.)
|
|
||||||
|
|
||||||
*/
|
|
||||||
|
|
||||||
// ObjStLaser_SetEndGraphic (ph3sx) may come in handy for the base/tips.
|
|
||||||
|
|
||||||
// !IsStrongLaser = 0, IsStrongLaser = 1
|
|
||||||
|
|
||||||
PLaserGfxFrameLaser(lasGfxObj[0], 32+hyper*32+!IsStrongLaser*64, scroll, 63+hyper*32+!IsStrongLaser*64, (len-1)/4+scroll, 64, ObjMove_GetX(damager)+cosine*24, ObjMove_GetY(damager)+sine*24, ang+90, vwidth*rand(0.75,1.0),gLen/64, 255, 255, 255, 255);
|
|
||||||
|
|
||||||
PLaserGfxFrameLaser(lasGfxObj[1], 32+hyper*32+!IsStrongLaser*64, scroll, 63+hyper*32+!IsStrongLaser*64, (len-1)/4+scroll, 64, ObjMove_GetX(damager)+cosine*24, ObjMove_GetY(damager)+sine*24, ang+90, vwidth*rand(0.75,1.0), gLen/64, 255, 255, 255, 48);
|
|
||||||
|
|
||||||
PLaserGfxFrame(lasGfxObj[2], 160, 0, 191, 31, ObjMove_GetX(damager)+cosine*24, ObjMove_GetY(damager)+sine*24, ang+90, vwidth+rand(0.4, 0.5), 6, 255,255,255, 255); // Base of laser
|
|
||||||
|
|
||||||
PLaserGfxFrame(lasGfxObj[2], 160, 32, 191, 63, ObjMove_GetX(damager)+cosine*gLen2, ObjMove_GetY(damager)+sine*gLen2, ang+90, vwidth+rand(0.4, 0.5), 6, 255, 255, 255, 255);// Tip of laser
|
|
||||||
|
|
||||||
scroll += 3; // Scrolls the laser's graphic.
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
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(!IsStrongLaser || 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.
|
|
||||||
|
|
||||||
(I don't know the order the hitboxes will be sorted in the array, though. For all I know, coords[0][1] may be the second hitbox's y (32)...?)
|
|
||||||
|
|
||||||
*/
|
|
||||||
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
|
|
||||||
|
|
||||||
if(length(closest) > 0){
|
|
||||||
let dist=closest[2]-16;
|
|
||||||
len=max(0,dist);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
} // 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() ~ "laser_fx.png";
|
|
||||||
LoadTexture(imgLaser);
|
|
||||||
|
|
||||||
ascent(i in 0..3){
|
|
||||||
let gfx = ObjPrim_Create(OBJ_SPRITE_LIST_2D);
|
|
||||||
ObjPrim_SetTexture(gfx, imgLaser);
|
|
||||||
Obj_SetRenderPriorityI(gfx, 41);
|
|
||||||
lasGfxObj = lasGfxObj~[gfx];
|
|
||||||
}
|
|
||||||
ObjRender_SetBlendType(lasGfxObj[1], BLEND_ADD_ARGB);
|
|
||||||
Obj_SetRenderPriorityI(lasGfxObj[2], 42);
|
|
||||||
|
|
||||||
while(true){
|
|
||||||
ascent(i in 0..length(lasGfxObj)){
|
|
||||||
ObjSpriteList2D_ClearVertexCount(lasGfxObj[i]);
|
|
||||||
}
|
|
||||||
yield;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
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(gfxObj, u, v, u2, v2, x, y, ang, sx, sy, rd, gn, bl, al){
|
|
||||||
if(gfxObj==ID_INVALID){return;}
|
|
||||||
|
|
||||||
ObjRender_SetPosition(gfxObj, x, y, 0);
|
|
||||||
ObjRender_SetAngleZ(gfxObj, ang);
|
|
||||||
ObjRender_SetScaleXYZ(gfxObj, sx, sy, 1);
|
|
||||||
ObjRender_SetColor(gfxObj, rd, gn, bl);
|
|
||||||
ObjRender_SetAlpha(gfxObj, al);
|
|
||||||
ObjSpriteList2D_SetSourceRect(gfxObj, u, v, u2, v2);
|
|
||||||
ObjSpriteList2D_SetDestCenter(gfxObj);
|
|
||||||
ObjSpriteList2D_AddVertex(gfxObj);
|
|
||||||
}
|
|
||||||
|
|
||||||
task PLaserGfxFrameLaser(gfxObj, u, v, u2, v2, ry, x, y, ang, sx, sy, rd, gn, bl, al){
|
|
||||||
if(gfxObj==ID_INVALID){return;}
|
|
||||||
|
|
||||||
ObjRender_SetPosition(gfxObj, x,y,0);
|
|
||||||
ObjRender_SetAngleZ(gfxObj, ang);
|
|
||||||
ObjRender_SetScaleXYZ(gfxObj, sx ,sy, 1);
|
|
||||||
ObjRender_SetColor(gfxObj, rd,gn,bl);
|
|
||||||
ObjRender_SetAlpha(gfxObj, al);
|
|
||||||
ObjSpriteList2D_SetSourceRect(gfxObj, u, v, u2, v2);
|
|
||||||
let rx=(u2-u)/2;
|
|
||||||
ObjSpriteList2D_SetDestRect(gfxObj, -rx,0,rx,-ry);
|
|
||||||
ObjSpriteList2D_AddVertex(gfxObj);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|