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115
script/player/Chimata/Chimata_Function.dnh
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115
script/player/Chimata/Chimata_Function.dnh
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@ -0,0 +1,115 @@
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task _LaserSpriteRender(
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img, int target, float targetAng,
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int rectLeft, int rectTop, int rectRight, int rectBottom,
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float scaleX, float scaleY, int renderPriority, float alpha,
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float scaleSpeed
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){
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let lasersprite = ObjPrim_Create(OBJ_SPRITE_2D);
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ObjPrim_SetTexture(lasersprite, img);
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ObjSprite2D_SetSourceRect(lasersprite, rectLeft, rectTop, rectRight, rectBottom);
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ObjRender_SetScaleXYZ(lasersprite, 0, scaleY, 1);
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ObjSprite2D_SetDestRect(lasersprite, -(rectRight-rectLeft)/2, 0, (rectRight-rectLeft)/2, rectTop-rectBottom);
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Obj_SetRenderPriorityI(lasersprite, renderPriority);
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ObjRender_SetAlpha(lasersprite, 0);
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ObjRender_SetBlendType(lasersprite, BLEND_ADD_ARGB);
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async{
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loop{
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int[] EnemyList = ObjCol_GetListOfIntersectedEnemyID(target);
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if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE && !ripplayer && IsPermitPlayerShot){
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// Assumes the intersecting color is right next to the right of the original color
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if (length(EnemyList) > 0) {ObjSprite2D_SetSourceRect(lasersprite, rectRight, rectTop, rectRight+(rectRight-rectLeft), rectBottom);}
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else{ObjSprite2D_SetSourceRect(lasersprite, rectLeft, rectTop, rectRight, rectBottom);}
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float targetx = ObjRender_GetX(target);
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float targety = ObjRender_GetY(target);
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ObjRender_SetScaleX(lasersprite, min(scaleX+rand(-0.025, 0.025), ObjRender_GetScaleX(lasersprite) + scaleSpeed));
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ObjRender_SetAlpha(lasersprite, min(alpha, ObjRender_GetAlpha(lasersprite)+alpha/5));
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ObjRender_SetAngleZ(lasersprite, targetAng);
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ObjRender_SetPosition(lasersprite, targetx, targety, 1);
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yield;
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}
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else{
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ObjRender_SetScaleX(lasersprite, max(0, ObjRender_GetScaleX(lasersprite) - scaleSpeed));
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ObjRender_SetAlpha(lasersprite, max(0, ObjRender_GetAlpha(lasersprite)-alpha/5));
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yield;
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}
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yield;
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}
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}
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}
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function _RenderLaser(target, float ang, float maxintersectX, float maxLength, float width, float speedLength, float dmg){ /* */
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float angRender = asin(maxintersectX/absolute(maxLength));
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//int laser = CreatePlayerShotA1(ObjRender_GetX(target), ObjRender_GetY(target), 0, ang, dmg, 9999999, 0);
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int laser = CreateStraightLaserA1(ObjRender_GetX(target), ObjRender_GetY(target), ang-90, maxLength, width, 9999999, 0, 1);
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ObjLaser_SetInvalidLength(laser, 0, 0);
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ObjShot_SetDamage(laser, dmg);
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ObjShot_SetAutoDelete(laser, false);
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Obj_SetRenderPriorityI(laser, 38);
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_Follow(laser, target);
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_LaserSpriteRender(
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teamimg, laser, ang,
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3072, 0, 3072+256, 256,
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0.45, 20, 38, 240,
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0.14
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);
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// When shot key is being held, create a line intersection that stretches across the laser.
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/*
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Calculations:
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startx: x of target
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starty: y of target
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endx: x of laser
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endy: maxLength
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width = width of laser
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*/
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async{
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loop{
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if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE && !ripplayer && IsPermitPlayerShot){
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if(shotspeed % 5 == 0){ObjSound_Play(inferno);}
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ObjShot_SetIntersectionEnable(laser, true);
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//ObjShot_SetIntersectionLine(laser, ObjRender_GetX(target), ObjRender_GetY(target), ObjRender_GetX(target)+maxintersectX, -maxLength, width);
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//WriteLog(ObjMove_GetX(laserfwd));
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yield;
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}
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else{ObjShot_SetIntersectionEnable(laser, false); yield;}
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}
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}
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// After shot key is released, let the laser leave and then delete it.
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return laser;
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}
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task _Follow(follower, followed){
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while(!Obj_IsDeleted(follower)){
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float x = ObjRender_GetX(followed);
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float y = ObjRender_GetY(followed);
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ObjMove_SetPosition(follower, x, y);
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yield;
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}
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}
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736
script/player/Chimata/Chimata_Main.dnh
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736
script/player/Chimata/Chimata_Main.dnh
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#TouhouDanmakufu[Player]
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#ScriptVersion[3]
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#ID["Chimata"]
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#Title["Chimata Tenkyuu"]
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#Text["Shot Type: Blank Card Set[r]Spell Card: Shield of Market Regulation"]
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//#Image["./mariremi_lib/mariremi_illust.png"]
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#ReplayName["Chimata"]
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#include "script/KevinSystem/Kevin_PlayerLib.txt"
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#include "script/KevinSystem/PlayerSoundLib.dnh"
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#include "./Chimata_Function.dnh"
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#include "./Chimata_ShotConst.dnh"
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#include "script/KevinSystem/kevin_system/Kevin_ItemConst.txt"
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#include "script/KevinSystem/kevin_system/Kevin_ItemLib.txt"
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let csd = GetCurrentScriptDirectory();
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// Global Variables
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float maxX = GetStgFrameWidth();
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float maxY = GetStgFrameHeight();
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// Images & Sound
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let teamimg = csd ~ "./playerlib/Chimata_Sheet.png";
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LoadTextureEx(teamimg, true, true);
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//ObjRender_SetTextureFilterMip(teamimg, FILTER_LINEAR);
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let sndpath = csd ~ "./sound";
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// Other stuff
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float playerX = 0;
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float playerY = 0;
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let objPlayer = GetPlayerObjectID();
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int plrender = Obj_GetRenderPriorityI(objPlayer);
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bool ripplayer = false;
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float shotspeed = 0;
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float bombrand = 0;
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bool bombenable = false;
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bool focusactive = false;
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bool ishoming = false;
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int[] _enemyArray = []; // Prepare an array to store enemy IDs for Kouda's homing shot
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int[] _existArray = [];
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int[] _shotArray = [];
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int grazecounter = 0; // For basic graze = PIV mechanic
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float[] PlayerSpd = [10, 5.35];
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// Custom events for scoring mechanic
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const EV_PIV_100 = EV_USER + 100i; // Normal enemies and nons
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const EV_PIV_250 = EV_USER + 101i; // Spells
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const EV_PIV_500 = EV_USER + 102i; // Last Spells
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const EV_PIV_2000 = EV_USER + 103i; // What.
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@Initialize{
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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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SetPlayerStateEndEnable(true);
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// Stuff
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parameterrender();
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playerrender();
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Obj_SetRenderPriorityI(objPlayer, 43);
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plrender = Obj_GetRenderPriorityI(objPlayer);
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_SoundTask();
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//SetIntersectionVisualization(true); // Debug
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_Mechanic(ripplayer, _enemyArray, _existArray, GetStgFrameWidth(), GetStgFrameHeight(), objPlayer, GetEnemyBossSceneObjectID(), 5, 2, 80);
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_HitboxRender(ripplayer, objPlayer, teamimg, teamimg, 1280, 512, 1408, 640, 1536, 896, 2048, 1408, 0.3, 0.65);
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SetShotAutoDeleteClip(256, 256, 256, 256);
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// Shot functions
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//_CAVELaser();
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_ShotType();
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//UniversalAlphaHandle(_shotArray);
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// Shot data loading
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LoadPlayerShotData(csd ~ "./Chimata_ShotData.dnh");
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}
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@MainLoop{
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_enemyArray = GetIntersectionRegistedEnemyID;
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shotspeed += 1; // Managing the shot rate
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//_shotArray = GetAllShotID(TARGET_PLAYER);
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//UniversalAlphaHandle(_shotArray);
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playerX = ObjMove_GetX(objPlayer);
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playerY = ObjMove_GetY(objPlayer);
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yield;
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}
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@Event{
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alternative(GetEventType)
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// Delete effect
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case(EV_DELETE_SHOT_PLAYER){
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let graphic = GetEventArgument(2);
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float[] position = GetEventArgument(1);
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let obj = CreatePlayerShotA1(position[0], position[1], 0, ObjMove_GetAngle(GetEventArgument(0)), 0, 99999, graphic);
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ObjShot_SetIntersectionEnable(obj, false); _DeleteEffect(obj);
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//if(graphic == ELECTRIC_FIRE_ALT) {_DeleteEffectAlt(obj);}
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//else{_DeleteEffect(obj);}
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}
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// PIV-item spawning events
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case(EV_PIV_100){
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let arg = GetEventArgument(0);
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CreatePIVItem(PIV_100, arg[0], arg[1]);
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}
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case(EV_PIV_250){
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let arg = GetEventArgument(0);
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CreatePIVItem(PIV_250, arg[0], arg[1]);
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}
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case(EV_PIV_500){
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let arg = GetEventArgument(0);
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CreatePIVItem(PIV_500, arg[0], arg[1]);
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}
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// Basic functionality events
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case(EV_REQUEST_SPELL){
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let bomb = GetPlayerSpell();
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if (bomb >= 1){
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SetScriptResult(true);
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SetPlayerSpell(bomb - 1);
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_Bomb();
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_SigilCall(false, teamimg, 768+256, 512, 768+512, 768, objPlayer, GetPlayerInvincibilityFrame());
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}
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else {
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SetScriptResult(false);
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}
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}
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case(EV_HIT){
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ObjSound_Play(predeathsfx);
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_DeathbombWarning(teamimg, [1536, 384, 1536+512, 384+512], 15, 0.75);
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}
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case(EV_PLAYER_SHOOTDOWN){
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ObjSound_Play(deathsfx);
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ripplayer = true;
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_SigilCall(true, teamimg, 768, 512, 768+256, 768, objPlayer, 120);
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}
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case(EV_PLAYER_REBIRTH){
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ripplayer = false;
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SetPlayerInvincibilityFrame(180);
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_SigilCall(false, teamimg, 768+256, 512, 768+512, 768, objPlayer, 150);
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SetPlayerSpell( max(2,GetPlayerSpell()) );
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}
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case(EV_GRAZE){
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grazecounter += GetEventArgument(0);
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ObjSound_Play(grazesfx);
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while(grazecounter >= 10){
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SetAreaCommonData("PIV", "currentvalue", GetAreaCommonData("PIV", "currentvalue")+10);
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grazecounter -= 10;
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}
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}
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}
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@Finalize{
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}
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// Homing
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task _HomeShot(int option_) {
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int shot_ = 0;
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float duration = 1;
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float durationOption = 99999;
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bool homingBool = false;
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float basepenetrate = ObjShot_GetPenetration(shot_);
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float basedmg = ObjShot_GetDamage(shot_);
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//
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for (int t = 0i; t < durationOption && !Obj_IsDeleted(option_); t++) {
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// Checks if enemies are on screen. If enemies are visible, enable homing for the shots.
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// _enemyArray is an array containing all enemy IDs, and is constantly updated in @MainLoop.
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if (0 < length(_enemyArray)) {
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float targetDist = 2000; // Arbitrary number (???)
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int targetID = 0;
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// Checks distance of every enemy on screen.
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for each (int enemy in ref _enemyArray) {
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float enemyX = ObjMove_GetX(enemy);
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float enemyY = ObjMove_GetY(enemy);
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if (0 < enemyX && enemyX < maxX && 0 < enemyY && enemyY < maxY) {
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// Returns the hypotenuse of the triangle formed by the x & y distances between the shot and the enemy.
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float shotDist = hypot(enemyX - ObjMove_GetX(objPlayer), enemyY - ObjMove_GetY(objPlayer));
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// Locks the shot onto the enemy.
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if (shotDist < targetDist) {
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targetDist = shotDist;
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targetID = enemy;
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homingBool = true;
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}
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}
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}
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// Code to handle the actual homing.
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if (homingBool) {
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for (int f = 0; t < durationOption && !Obj_IsDeleted(option_) && !Obj_IsDeleted(targetID) && ObjEnemy_GetInfo(targetID, INFO_LIFE) != 0 && GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE; t++) {
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ObjShot_SetAutoDelete(option_, false);
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float shotAngle = NormalizeAngle(ObjMove_GetAngle(option_)); // Angle of the player shot
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float targetAngle = NormalizeAngle(atan2(ObjMove_GetY(targetID) - ObjMove_GetY(option_), ObjMove_GetX(targetID) - ObjMove_GetX(option_))); // Returns angle from the shot to the enemy.
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float angleDistance = AngularDistance(shotAngle, targetAngle); // Angular distance between enemy and player shot
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float homeRate = Interpolate_Decelerate(0, 0.75, min(15, f) / 15);
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// Homing speed?
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ObjMove_SetAngle(option_, Interpolate_Decelerate(shotAngle, shotAngle + angleDistance, homeRate)); // Interpolate_Necko
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f++;
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yield;
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}
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}
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/*if (homingBool) {
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for (int f = 0; t < duration && !Obj_IsDeleted(shot_) && !Obj_IsDeleted(targetID) && ObjEnemy_GetInfo(targetID, INFO_LIFE) != 0 && !ObjCol_IsIntersected(shot_); t++) {
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ObjShot_SetAutoDelete(shot_, false);
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float shotAngle = NormalizeAngle(ObjMove_GetAngle(shot_)); // Angle of the player shot
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float targetAngle = NormalizeAngle(atan2(ObjMove_GetY(targetID) - ObjMove_GetY(shot_), ObjMove_GetX(targetID) - ObjMove_GetX(shot_))); // Returns angle from the shot to the enemy.
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float angleDistance = AngularDistance(shotAngle, targetAngle); // Angular distance between enemy and player shot
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float homeRate = Interpolate_Decelerate(0, 0.75, min(60, f) / 60);
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// Homing speed?
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ObjMove_SetAngle(shot_, Interpolate_Accelerate(shotAngle, shotAngle + angleDistance, 1)); // Interpolate_Necko
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f++;
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yield;
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}
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ObjShot_SetAutoDelete(shot_, true);
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ObjMove_SetAngularVelocity(shot_, 0);
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homingBool = false;
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}*/
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}
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yield;
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}
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}
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task _SwingBehaviour(target){
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float ang = 0;
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Obj_SetRenderPriorityI(target, 42);
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while(true){
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ObjRender_SetAngleZ(target, 0+20*sin(ang));
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ang += 360/120;
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yield;
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}
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}
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task _ShotType(){
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// Offsets for 4 front options
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// Alternative player option function
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function PlayerOption(
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float offsetx, float offsety,
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texture,
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int left, int top, int right, int bottom, float scale,
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int width, int animdelay, int frameno, bool triggeranimation,
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bool triggerspin, float spinspeed,
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bool onlyFocus, bool onlyUnfocus
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){
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// IMPORTANT!
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let option = ObjShot_Create(OBJ_SHOT);
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ObjShot_Regist(option);
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ObjShot_SetAutoDelete(option, false);
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ObjShot_SetGraphic(option, 3);
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ObjShot_SetPenetration(option, 9999^9999);
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ObjShot_SetDamage(option, 0);
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ObjShot_SetIntersectionEnable(option, false);
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ObjMove_SetAngle(option, 270);
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//
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bool visible;
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int animate = 0;
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float optx;
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float opty;
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ObjRender_SetScaleXYZ(option, scale);
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ObjRender_SetBlendType(option, BLEND_ALPHA);
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ObjRender_SetAlpha(option, 225);
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Obj_SetRenderPriorityI(option, 41);
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ObjRender_SetPosition(option, offsetx, offsety, 1);
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// Animation
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async{
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while(triggeranimation){
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ObjSprite2D_SetSourceRect(option, left+width*floor(animate/animdelay), top, right+width*floor(animate/animdelay)-1, bottom-1);
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animate++;
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if (animate >= animdelay*frameno){animate = 0;}
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yield;
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}
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}
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// Rotation
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async{
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float i = 0;
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while(triggerspin){
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//ObjRender_SetPosition(option, GetPlayerX()+offsetx, GetPlayerY()+offsety, 1);
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ObjRender_SetAngleZ(option, i);
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i += spinspeed;
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yield;
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}
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}
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// Follow
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async{
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while(true){
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ObjMove_SetPosition(option, GetPlayerX()+offsetx, GetPlayerY()+offsety);
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yield;
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}
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}
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// Visibility
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async{
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// Always visible
|
||||
if((onlyFocus && onlyUnfocus) || (!onlyFocus && !onlyUnfocus)) {
|
||||
loop
|
||||
{
|
||||
if(GetPlayerState != STATE_NORMAL && GetPlayerState != STATE_HIT){ObjRender_SetAlpha(option, max(0, ObjRender_GetAlpha(option)-15)); visible = false;}
|
||||
else {ObjRender_SetAlpha(option, min(225, ObjRender_GetAlpha(option)+15)); visible = true;}
|
||||
yield;
|
||||
}
|
||||
}
|
||||
// Visible when focused only
|
||||
else if(onlyFocus && !onlyUnfocus){
|
||||
loop
|
||||
{
|
||||
if((GetPlayerState != STATE_NORMAL && GetPlayerState != STATE_HIT) || GetVirtualKeyState(VK_SLOWMOVE) == KEY_FREE){ObjRender_SetAlpha(option, max(0, ObjRender_GetAlpha(option)-15)); visible = false;}
|
||||
else {ObjRender_SetAlpha(option, min(225, ObjRender_GetAlpha(option)+15)); visible = true;}
|
||||
yield;
|
||||
}
|
||||
}
|
||||
// Visible when unfocused only
|
||||
else if(!onlyFocus && onlyUnfocus){
|
||||
loop
|
||||
{
|
||||
if((GetPlayerState != STATE_NORMAL && GetPlayerState != STATE_HIT) || GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){ObjRender_SetAlpha(option, max(0, ObjRender_GetAlpha(option)-15)); visible = false;}
|
||||
else {ObjRender_SetAlpha(option, min(225, ObjRender_GetAlpha(option)+15)); visible = true;}
|
||||
yield;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function _FadeIn(){
|
||||
ascent(i in 0..15){
|
||||
ObjRender_SetAlpha(option, Interpolate_Decelerate(0, 225, i/15));
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
function _FadeOut(){
|
||||
ascent(i in 0..15){
|
||||
ObjRender_SetAlpha(option, Interpolate_Decelerate(225, 0, i/15));
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
return option;
|
||||
|
||||
}
|
||||
|
||||
float offsetX1 = 125;
|
||||
float offsetX2 = offsetX1 * 2;
|
||||
float offsetY1 = 75;
|
||||
|
||||
// Array that contains static/unchanging values for the PlayerOption
|
||||
|
||||
let val = [0, 512, 256, 768, 0.3, 256, 1, 1, false, false, 0, true, true];
|
||||
|
||||
// Option handling (right -> rightmost -> left -> leftmost)
|
||||
|
||||
float[][] offsetArray = [[offsetX1, offsetY1], [offsetX2, 0], [-offsetX1, offsetY1], [-offsetX2, 0]];
|
||||
|
||||
int opt1 = PlayerOption(
|
||||
offsetArray[0][0], offsetArray[0][1],
|
||||
teamimg,
|
||||
val[0], val[1], val[2], val[3], val[4],
|
||||
val[5], val[6], val[7], val[8],
|
||||
val[9], val[10],
|
||||
val[11], val[12]);
|
||||
|
||||
int opt2 = PlayerOption(
|
||||
offsetArray[1][0], offsetArray[1][1],
|
||||
teamimg,
|
||||
val[0], val[1], val[2], val[3], val[4],
|
||||
val[5], val[6], val[7], val[8],
|
||||
val[9], val[10],
|
||||
val[11], val[12]);
|
||||
|
||||
int opt3 = PlayerOption(
|
||||
offsetArray[2][0], offsetArray[2][1],
|
||||
teamimg,
|
||||
val[0], val[1], val[2], val[3], val[4],
|
||||
val[5], val[6], val[7], val[8],
|
||||
val[9], val[10],
|
||||
val[11], val[12]);
|
||||
|
||||
int opt4 = PlayerOption(
|
||||
offsetArray[3][0], offsetArray[3][1],
|
||||
teamimg,
|
||||
val[0], val[1], val[2], val[3], val[4],
|
||||
val[5], val[6], val[7], val[8],
|
||||
val[9], val[10],
|
||||
val[11], val[12]);
|
||||
|
||||
int[] optArray = [opt1, opt2, opt3, opt4];
|
||||
|
||||
_HomingStars(optArray[0], 0); _HomeShot(optArray[0]);
|
||||
_HomingStars(optArray[1], 1); _HomeShot(optArray[1]);
|
||||
_HomingStars(optArray[2], 2); _HomeShot(optArray[2]);
|
||||
_HomingStars(optArray[3], 3); _HomeShot(optArray[3]);
|
||||
|
||||
task _HomingStars(option, value){
|
||||
|
||||
loop{
|
||||
|
||||
if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
|
||||
|
||||
async{
|
||||
|
||||
if(value == 0){
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjMove_SetX(option, Interpolate_Decelerate(ObjMove_GetX(option), playerX+offsetX1, i/15));
|
||||
ObjMove_SetY(option, Interpolate_Decelerate(ObjMove_GetY(option), playerY+offsetY1, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else if(value == 1){
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjMove_SetX(option, Interpolate_Decelerate(ObjMove_GetX(option), playerX+offsetX1*2, i/15));
|
||||
ObjMove_SetY(option, Interpolate_Decelerate(ObjMove_GetY(option), playerY, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else if(value == 2){
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjMove_SetX(option, Interpolate_Decelerate(ObjMove_GetX(option), playerX-offsetX1, i/15));
|
||||
ObjMove_SetY(option, Interpolate_Decelerate(ObjMove_GetY(option), playerY+offsetY1, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else if(value == 3){
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjMove_SetX(option, Interpolate_Decelerate(ObjMove_GetX(option), playerX-offsetX1*2, i/15));
|
||||
ObjMove_SetY(option, Interpolate_Decelerate(ObjMove_GetY(option), playerY, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
async{
|
||||
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && IsPermitPlayerShot && !ripplayer){
|
||||
|
||||
if(shotspeed % 5 == 0){
|
||||
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, ObjMove_GetAngle(option), 2, 1.1, 2);
|
||||
_BulletRescalePlayer(shotA, 0.7, true, 1);
|
||||
ObjRender_SetAlpha(shotA, 255*(universalAlpha/100));
|
||||
Obj_SetRenderPriorityI(shotA, 39);
|
||||
ObjSound_Play(basesfx);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else{
|
||||
|
||||
async{
|
||||
|
||||
if(value == 0){
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjMove_SetAngle(option, Interpolate_Decelerate(ObjMove_GetAngle(option), 275, i/15));
|
||||
ObjMove_SetX(option, Interpolate_Decelerate(ObjMove_GetX(option), playerX+offsetX1*0.45, i/15));
|
||||
ObjMove_SetY(option, Interpolate_Decelerate(ObjMove_GetY(option), playerY+offsetY1, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else if(value == 1){
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjMove_SetAngle(option, Interpolate_Decelerate(ObjMove_GetAngle(option), 295, i/15));
|
||||
ObjMove_SetX(option, Interpolate_Decelerate(ObjMove_GetX(option), playerX+offsetX1*0.75, i/15));
|
||||
ObjMove_SetY(option, Interpolate_Decelerate(ObjMove_GetY(option), playerY, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else if(value == 2){
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjMove_SetAngle(option, Interpolate_Decelerate(ObjMove_GetAngle(option), 265, i/15));
|
||||
ObjMove_SetX(option, Interpolate_Decelerate(ObjMove_GetX(option), playerX-offsetX1*0.45, i/15));
|
||||
ObjMove_SetY(option, Interpolate_Decelerate(ObjMove_GetY(option), playerY+offsetY1, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else if(value == 3){
|
||||
|
||||
ascent(i in 0..15){
|
||||
ObjMove_SetAngle(option, Interpolate_Decelerate(ObjMove_GetAngle(option), 245, i/15));
|
||||
ObjMove_SetX(option, Interpolate_Decelerate(ObjMove_GetX(option), playerX-offsetX1*0.75, i/15));
|
||||
ObjMove_SetY(option, Interpolate_Decelerate(ObjMove_GetY(option), playerY, i/15));
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
async{
|
||||
if(GetVirtualKeyState(VK_SHOT) != KEY_FREE && IsPermitPlayerShot && !ripplayer){
|
||||
|
||||
if(shotspeed % 5 == 0){
|
||||
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, ObjMove_GetAngle(option), 2.6, 1.1, 1);
|
||||
_BulletRescalePlayer(shotA, 0.7, true, 1);
|
||||
ObjRender_SetAlpha(shotA, 255*(universalAlpha/100));
|
||||
Obj_SetRenderPriorityI(shotA, 39);
|
||||
ObjSound_Play(basesfx);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
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 = 0.32; // Scalies
|
||||
int frame = 0;
|
||||
|
||||
ObjPrim_SetTexture(objPlayer, teamimg);
|
||||
ObjSprite2D_SetSourceRect(objPlayer, 0, 0, 400, 400);
|
||||
ObjSprite2D_SetDestCenter(objPlayer);
|
||||
Obj_SetRenderPriorityI(objPlayer, 42);
|
||||
ObjRender_SetScaleXYZ(objPlayer, scale, scale, 1);
|
||||
|
||||
// Lower "speed" parameter = FASTER SPEED
|
||||
|
||||
// FOR WHEN ONLY IDLE SPRITES ARE DONE
|
||||
|
||||
loop{
|
||||
frame++;
|
||||
_RenderPlayerMovement(objPlayer, frame, 0, 0, 400, 400, scale, 4, 6);
|
||||
if (frame >= (5*4-1)){frame = 0;}
|
||||
yield;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
task PointblankPlacebo(target, scale, multiplier){
|
||||
int len = 10;
|
||||
while(GetObjectDistance(target, objPlayer) < 90){
|
||||
_BulletRescalePlayer(target, scale*multiplier, true, multiplier); // Pointblank
|
||||
yield;
|
||||
}
|
||||
ascent(i in 0..len){
|
||||
_BulletRescalePlayer(target, Interpolate_Decelerate(scale*multiplier, scale, i/len), true, Interpolate_Decelerate(multiplier, 1, i/len));
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
task Fadein(target, len){
|
||||
ascent(i in 0..len){
|
||||
_BulletRescalePlayer(target, Interpolate_Decelerate(0.4, 0.7, i/len), true, Interpolate_Decelerate(0.4, 0.7, i/len));
|
||||
//ObjRender_SetBlendType(target, BLEND_ADD_ARGB);
|
||||
yield;
|
||||
}
|
||||
ObjRender_SetBlendType(target, BLEND_ALPHA);
|
||||
}
|
||||
|
||||
task Fadein(target, len, targetscale, targetscalehitbox){
|
||||
ascent(i in 0..len){
|
||||
_BulletRescalePlayer(target, Interpolate_Decelerate(0.1, targetscale, i/len), true, Interpolate_Decelerate(1, targetscalehitbox, i/len));
|
||||
//ObjRender_SetBlendType(target, BLEND_ADD_ARGB);
|
||||
yield;
|
||||
}
|
||||
ObjRender_SetBlendType(target, BLEND_ALPHA);
|
||||
}
|
||||
|
||||
// Handling of bomb
|
||||
|
||||
task _Bomb(){
|
||||
|
||||
// Preparation
|
||||
SetForbidPlayerShot(true);
|
||||
SetForbidPlayerSpell(true);
|
||||
SetPlayerInvincibilityFrame(32*3+32*3+42*3+120+45);
|
||||
// Spell object
|
||||
let manageObj = GetSpellManageObject(); // SPELL BEGINS
|
||||
ObjSpell_Regist(manageObj);
|
||||
ObjSound_Play(bombsfx);
|
||||
SetPlayerSpeed(PlayerSpd[0]*1.5, PlayerSpd[0]*1.5);
|
||||
|
||||
int hakkero = CreatePlayerShotA1(playerX, playerY, 0, 0, 12, 999999, 4);
|
||||
ObjShot_SetIntersectionEnable(hakkero, true);
|
||||
ObjShot_SetEraseShot(hakkero, true);
|
||||
ObjShot_SetSpellFactor(hakkero, true);
|
||||
|
||||
async{
|
||||
ascent(i in 0..45){
|
||||
_BulletRescalePlayer(hakkero, Interpolate_Decelerate(0.1, 1, i/45), true, 1);
|
||||
ObjRender_SetAlpha(hakkero, Interpolate_Decelerate(0, 255, i/45));
|
||||
yield;
|
||||
}
|
||||
}
|
||||
|
||||
ascent(i in 0..240){
|
||||
ObjMove_SetPosition(hakkero, playerX, playerY);
|
||||
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;
|
||||
}
|
||||
|
12
script/player/Chimata/Chimata_ShotConst.dnh
Normal file
12
script/player/Chimata/Chimata_ShotConst.dnh
Normal file
|
@ -0,0 +1,12 @@
|
|||
let current = GetCurrentScriptDirectory();
|
||||
let path = current ~ "Chimata_ShotData.dnh";
|
||||
LoadPlayerShotData(path);
|
||||
// -----
|
||||
|
||||
const HOMING_STAR = 1;
|
||||
const ELECTRIC_FIRE = 2;
|
||||
const BASE = 3;
|
||||
const ELECTRIC_FIRE_ALT = 5;
|
||||
const LOCKON_KNIFE = 6;
|
||||
|
||||
|
48
script/player/Chimata/Chimata_ShotData.dnh
Normal file
48
script/player/Chimata/Chimata_ShotData.dnh
Normal file
|
@ -0,0 +1,48 @@
|
|||
shot_image = "./playerlib/Chimata_Sheet.png"
|
||||
|
||||
ShotData{
|
||||
id = 0 // Dummy
|
||||
rect = (0,0,0,0)
|
||||
render = ALPHA
|
||||
alpha = 0
|
||||
collision = 32
|
||||
}
|
||||
|
||||
// Money
|
||||
|
||||
ShotData{
|
||||
id = 1
|
||||
rect = (256, 512, 512, 896)
|
||||
render = ALPHA
|
||||
alpha = 255
|
||||
collision = (128, 0, 74) // Hitbox of arrows is not centered on the sprite
|
||||
}
|
||||
|
||||
// Knìfe
|
||||
|
||||
ShotData{
|
||||
id = 2
|
||||
rect = (512, 512, 768, 896)
|
||||
render = ALPHA
|
||||
alpha = 200
|
||||
collision = (128, 0, 74) // Hitbox of arrows is not centered on the sprite
|
||||
}
|
||||
|
||||
ShotData{
|
||||
id = 3
|
||||
rect = (0, 512, 256, 768)
|
||||
render = ALPHA
|
||||
alpha = 255
|
||||
collision = (128, 0, 74) // Hitbox of arrows is not centered on the sprite
|
||||
}
|
||||
|
||||
// Bomb
|
||||
|
||||
ShotData{
|
||||
id = 4
|
||||
rect = (0, 896, 512, 1408)
|
||||
render = ADD_ARGB
|
||||
angular_velocity = 5;
|
||||
alpha = 255
|
||||
collision = 160
|
||||
}
|
0
script/player/Chimata/desc.txt
Normal file
0
script/player/Chimata/desc.txt
Normal file
BIN
script/player/Chimata/playerlib/Chimata_Sheet.png
Normal file
BIN
script/player/Chimata/playerlib/Chimata_Sheet.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 742 KiB |
BIN
script/player/Chimata/sound/CK Music Factory/air01.wav
Normal file
BIN
script/player/Chimata/sound/CK Music Factory/air01.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/CK Music Factory/air02.wav
Normal file
BIN
script/player/Chimata/sound/CK Music Factory/air02.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/CK Music Factory/laser01.wav
Normal file
BIN
script/player/Chimata/sound/CK Music Factory/laser01.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/CK Music Factory/slash01.wav
Normal file
BIN
script/player/Chimata/sound/CK Music Factory/slash01.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/CK Music Factory/wind01.wav
Normal file
BIN
script/player/Chimata/sound/CK Music Factory/wind01.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/TAM Music Factory/se04.wav
Normal file
BIN
script/player/Chimata/sound/TAM Music Factory/se04.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/TAM Music Factory/status4.wav
Normal file
BIN
script/player/Chimata/sound/TAM Music Factory/status4.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/TAM Music Factory/tama2.wav
Normal file
BIN
script/player/Chimata/sound/TAM Music Factory/tama2.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/bfxr_scythecall.wav
Normal file
BIN
script/player/Chimata/sound/bfxr_scythecall.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/bfxr_splash.wav
Normal file
BIN
script/player/Chimata/sound/bfxr_splash.wav
Normal file
Binary file not shown.
1
script/player/Chimata/sound/bfxr_teleporthigh.wav
Normal file
1
script/player/Chimata/sound/bfxr_teleporthigh.wav
Normal file
|
@ -0,0 +1 @@
|
|||
2,0.57,,0.3442,,0.2691,0.3,0.2179,,0.3445,,,,,,,,,,,0.2992,,0.5139,,,1,,,,,,,masterVolume
|
BIN
script/player/Chimata/sound/bfxr_teleportlow.wav
Normal file
BIN
script/player/Chimata/sound/bfxr_teleportlow.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/bfxr_watershoot.wav
Normal file
BIN
script/player/Chimata/sound/bfxr_watershoot.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/birdcall05.wav
Normal file
BIN
script/player/Chimata/sound/birdcall05.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/hit01.wav
Normal file
BIN
script/player/Chimata/sound/hit01.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/laser01.wav
Normal file
BIN
script/player/Chimata/sound/laser01.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/magic21.wav
Normal file
BIN
script/player/Chimata/sound/magic21.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/slash01.wav
Normal file
BIN
script/player/Chimata/sound/slash01.wav
Normal file
Binary file not shown.
BIN
script/player/Chimata/sound/tama2.wav
Normal file
BIN
script/player/Chimata/sound/tama2.wav
Normal file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue