/* ////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////// UNIVERSAL LIBRARY FOR ENEMY-RELATED FUNCTIONS ////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////// */ // Code by Kevinmonitor with some assistance. /* ///////////// ENEMY SPAWNING DURING STAGES ///////////// */ function _InitDifficulty(int diffInt){ int difficulty = 0; if(GetCommonData("Difficulty", "Normal") == "Normal"){ difficulty = 0; } else if(GetCommonData("Difficulty", "Normal") == "Hard"){ difficulty = 1; } else if(GetCommonData("Difficulty", "Normal") == "Lunatic"){ difficulty = 2; } return difficulty; } // Explosion Sound Effects task _RenderBoss(int enemy){ int aniidle = 0; string tex = "script/game/resourceLib/Spritesheet_StationJam.png"; LoadTextureEx(tex, true, true); ObjPrim_SetTexture(enemy, tex); ObjSprite2D_SetSourceRect(enemy, 1280, 0, 1280+256, 256); ObjSprite2D_SetDestCenter(enemy); ObjRender_SetScaleXYZ(enemy, 1); int nameText = CreateTextObject( GetStgFrameWidth()*0.3, 200, 25, "REMILIA SCARLET", "Origami Mommy", 0xFF5A5A, 0xFFFFFF, 0x791D1D, 3, 1 ); ObjRender_SetAngleZ(nameText, -90); ObjText_SetFontBold(nameText, true); //_BossMarker(enemy, tex, 512, 0, 768, 256, 0.45, 30); while(!Obj_IsDeleted(enemy)){ yield; } } task _RenderMidboss(int enemy){ int aniidle = 0; string tex = "script/game/StageLib/BossAsset.png"; LoadTextureEx(tex, true, true); int nameText = CreateTextObject( GetStgFrameWidth()*0.38, 10, 42, "MIDBOSS: Kobiko", "Connecting Chain Handserif", 0xBA8AFF, 0xFFFFFF, 0x552A9C, 3, 1 ); ObjText_SetFontBold(nameText, true); ObjPrim_SetTexture(enemy, tex); ObjSprite2D_SetSourceRect(enemy, 768, 0, 768+512, 512); ObjSprite2D_SetDestCenter(enemy); ObjRender_SetScaleXYZ(enemy, 0.5); _BossMarker(enemy, tex, 512, 256, 768, 512, 0.45, 30); while(!Obj_IsDeleted(enemy)){ yield; } } task _FadeInSpawn( int enemyID, float spawnX, float spawnY, float destX, float destY, float spawnScale, float destScale, int time){ ObjMove_SetPosition(enemyID, spawnX, spawnY); ObjRender_SetAlpha(enemyID, 0); ObjMove_SetDestAtFrame(enemyID, destX, destY, time, LERP_DECELERATE); ascent(i in 0..time){ ObjRender_SetAlpha(enemyID, Interpolate_Decelerate(0, 255, i/time)); ObjRender_SetScaleXYZ(enemyID, Interpolate_Decelerate(spawnScale, destScale, i/time)); yield; } } int itemScript = LoadScriptInThread("script/KevinSystem/kevin_system/KevinSystem_Item.txt"); StartScript(itemScript); // Creates an enemy and spawns them using _FadeInSpawn. Shooting and movement tasks not covered. // Task also handles deleting the enemy after their life reaches 0. /* BhestieBlue: 0, 0, 256, 256 BhestieGreen: 256, 0, 512, 256 GaySamoyed: 0, 256, 256, 512 EvilSamoyed: 256, 256, 512, 512 */ function _CreateEnemy( float spawnX, float spawnY, float destX, float destY, int spawntime, float spawnScale, float destScale, float health, float sizeHitbox, float sizeHurtbox, texture, int rectLeft, int rectTop, int rectRight, int rectBottom){ // Essentials int enemyID = ObjEnemy_Create(OBJ_ENEMY); ObjEnemy_Regist(enemyID); ObjEnemy_SetLife(enemyID, health); ObjEnemy_SetAutoDelete(enemyID, true); // TBA: Handle animations ObjPrim_SetTexture(enemyID, texture); ObjSprite2D_SetSourceRect(enemyID, rectLeft, rectTop, rectRight, rectBottom); ObjSprite2D_SetDestCenter(enemyID); // Spawning _FadeInSpawn(enemyID, spawnX, spawnY, destX, destY, spawnScale, destScale, spawntime); _HandleEnemyWellbeing(enemyID, sizeHitbox, sizeHurtbox); return enemyID; } // Special overload for creating hitbox/hurtboxless enemies. function _CreateEnemy( bool intersectionrender, float spawnX, float spawnY, float destX, float destY, int spawntime, float spawnScale, float destScale, float health, float sizeHitbox, float sizeHurtbox, texture, int rectLeft, int rectTop, int rectRight, int rectBottom){ // Essentials int enemyID = ObjEnemy_Create(OBJ_ENEMY); ObjEnemy_Regist(enemyID); ObjEnemy_SetLife(enemyID, health); ObjEnemy_SetAutoDelete(enemyID, true); // TBA: Handle animations ObjPrim_SetTexture(enemyID, texture); ObjSprite2D_SetSourceRect(enemyID, rectLeft, rectTop, rectRight, rectBottom); ObjSprite2D_SetDestCenter(enemyID); // Spawning _FadeInSpawn(enemyID, spawnX, spawnY, destX, destY, spawnScale, destScale, spawntime); if (intersectionrender){_HandleEnemyWellbeing(enemyID, sizeHitbox, sizeHurtbox);} else{} return enemyID; } // Hitbox and deletion task _HandleEnemyWellbeing(int enemyID, float sizeHitbox, float sizeHurtbox){ while(ObjEnemy_GetInfo(enemyID, INFO_LIFE) > 0){ ObjEnemy_SetIntersectionCircleToShot(enemyID, ObjMove_GetX(enemyID), ObjMove_GetY(enemyID), sizeHitbox); ObjEnemy_SetIntersectionCircleToPlayer(enemyID, ObjMove_GetX(enemyID), ObjMove_GetY(enemyID), sizeHurtbox); yield; } Obj_Delete(enemyID); } // Fading invincibility for bosses/enemies (with parameters for wait times and fade times, and a separate multiplier for bomb damage rate (final spells)) task _FadeInvincibility(int target, int waittime, int fadetime, float bombmultiplier){ float x = 0; ObjEnemy_SetDamageRate(target, 0, 0); wait(waittime); ascent(i in 0..fadetime){ x = Interpolate_Accelerate(0, 100, i/fadetime); ObjEnemy_SetDamageRate(target, x, x*bombmultiplier); yield; } } /* ///////////// HANDLING THE END OF SINGLES (DURING BOSS/MIDBOSS FIGHTS) ///////////// To-do: Move item creation to the item script(s) */ ////// NEW ////// task _GoToBrazil( int targetscene, targetenemy, int maxitemdrop, int minitemdrop){ while(ObjEnemy_GetInfo(targetenemy, INFO_LIFE)>0){ yield; } maxitemdrop = 14; minitemdrop = 7; int finalItemDrop = 0; let itemType = POINT_RAINBOW; int maxTimer = ObjEnemyBossScene_GetInfo(targetscene, INFO_ORGTIMERF); int killTimer = ObjEnemyBossScene_GetInfo(targetscene, INFO_TIMERF); bool isnon = ObjEnemyBossScene_GetInfo(targetscene, INFO_IS_SPELL); // If the boss is killed within the first 1/5 of the timer, drop full items if(killTimer >= maxTimer*(4/5)) {finalItemDrop = maxitemdrop;} // Starting from the rest of the timer, the maximum items that can be dropped is equal to 4/5 of the max drop amount else{finalItemDrop = Interpolate_Decelerate(minitemdrop, maxitemdrop*(4/5), killTimer/(maxTimer*4/5));} // If the player has lost a life, lock the number of items to the lowest possible if(ObjEnemyBossScene_GetInfo(targetscene, INFO_PLAYER_SHOOTDOWN_COUNT) > 0){ finalItemDrop = minitemdrop; //itemType = POINT_REGULAR; } DeleteShotAll(TYPE_ALL,TYPE_ITEM); SetPlayerInvincibilityFrame(120); // Common Data NotifyEventAll(EV_SINGLE_ITEM_DROP, ObjMove_GetX(targetenemy), ObjMove_GetY(targetenemy), finalItemDrop, itemType); wait(120); float[] enemyPos = [ObjMove_GetX(targetenemy), ObjMove_GetY(targetenemy)]; SetCommonData("Entering PIV", GetAreaCommonData("PIV", "currentvalue", 10000)); SetCommonData("Boss Position X", enemyPos[0]); SetCommonData("Boss Position Y", enemyPos[1]); Obj_Delete(targetenemy); } ////// OLD/LEGACY ////// // Basic post-death handling after every attack (Duo). function _GoToBrazilDuo(targetscene, targetenemy, targetenemyA, targetenemyB, returnXA, returnYA, returnXB, returnYB, bool isnon, int itemdropamount){ while(ObjEnemy_GetInfo(targetenemy, INFO_LIFE) > 0){ yield; } DeleteShotAll(TYPE_ALL,TYPE_ITEM); SetPlayerInvincibilityFrame(120); // returnX and returnY are the boss positions they return to at the end of every pattern. (I'm too lazy for common data...) ObjMove_CancelMovement(targetenemyA); ObjMove_CancelMovement(targetenemyB); ObjMove_SetDestAtFrame(targetenemyA, returnXA, returnYA, 45, LERP_DECELERATE); ObjMove_SetDestAtFrame(targetenemyB, returnXB, returnYB, 45, LERP_DECELERATE); async{ wait(45); ObjMove_CancelMovement(targetenemyA); ObjMove_CancelMovement(targetenemyB); ObjMove_SetDestAtFrame(targetenemyA, returnXA, returnYA, 15, LERP_DECELERATE); ObjMove_SetDestAtFrame(targetenemyB, returnXB, returnYB, 15, LERP_DECELERATE); ObjMove_SetProcessMovement(targetenemyA, false); ObjMove_SetProcessMovement(targetenemyB, false); return; } alternative(isnon) case(true){_NonspellItemDrop(targetscene, targetenemyA, itemdropamount); _NonspellItemDrop(targetscene, targetenemyB, itemdropamount);} others{_SpellItemDrop(targetscene, targetenemyA, itemdropamount); _SpellItemDrop(targetscene, targetenemyB, itemdropamount);} wait(120); Obj_Delete(targetenemy); Obj_Delete(targetenemyA); Obj_Delete(targetenemyB); } // Basic post-death handling after every attack (Solo). task _GoToBrazil(targetscene, targetenemy, returnX, returnY, bool isnon, int itemdropamount){ while(ObjEnemy_GetInfo(targetenemy, INFO_LIFE)>0){ yield; } DeleteShotAll(TYPE_ALL,TYPE_ITEM); SetPlayerInvincibilityFrame(120); // ITS COMMON DATA TIME BITCHES float[] enemyPos = [ObjMove_GetX(targetenemy), ObjMove_GetY(targetenemy)]; SetCommonData("Boss Position", enemyPos); alternative(isnon) case(true){_NonspellItemDrop(targetscene, targetenemy, itemdropamount);} others{_NonspellItemDrop(targetscene, targetenemy, itemdropamount);} wait(120); Obj_Delete(targetenemy); } task _GoToBrazilMidboss(targetscene, targetenemy, bool isnon, int itemdropamount){ while(ObjEnemy_GetInfo(targetenemy, INFO_LIFE)>0){ yield; } DeleteShotAll(TYPE_ALL,TYPE_ITEM); SetPlayerInvincibilityFrame(120); // ITS COMMON DATA TIME BITCHES float[] enemyPos = [ObjMove_GetX(targetenemy), ObjMove_GetY(targetenemy)]; SetCommonData("Boss Position", enemyPos); alternative(isnon) case(true){_NonspellItemDrop(targetscene, targetenemy, itemdropamount);} others{_NonspellItemDrop(targetscene, targetenemy, itemdropamount);} wait(60); ObjMove_SetDestAtFrame(targetenemy, enemyPos[0], -150, 45, LERP_SMOOTHER); wait(45); Obj_Delete(targetenemy); } // Used after end of last spell for dramatic effect. NOTE TO SELF: REPLACE SOUND & GRAPHICAL EFFECTS task _ByeBitch(targetscene, targetenemy){ while(ObjEnemyBossScene_GetInfo(targetscene, INFO_CURRENT_LIFE) > 0){ yield; } /*ObjSound_Load(death, defeatsnd); ObjSound_SetVolumeRate(death, 30); ObjSound_SetFade(death, 5);*/ let x = ObjMove_GetX(targetenemy); let y = ObjMove_GetY(targetenemy); StartSlow(TARGET_ALL, 30); SetPlayerInvincibilityFrame(180); DeleteShotAll(TYPE_ALL,TYPE_ITEM); //ObjSound_Play(death); TExplosionA(x,y,10,0.5); wait(120); StopSlow(TARGET_ALL); //ObjSound_Play(death); //Obj_Delete(target); TExplosionA(x,y,10,0.5); wait(120); } function _ByeBitches(int targetscene, int targetboss, int targetenemyA, int targetenemyB, int itemdropamount){ //wait(120); loop{ float life = ObjEnemy_GetInfo(targetboss, INFO_LIFE); if(life > 0){yield;} else{break;} } int death = ObjSound_Create(); ObjSound_Load(death, defeatsnd); ObjSound_SetVolumeRate(death, 40); ObjSound_SetFade(death, 7.5); StartSlow(TARGET_ALL, 30); SetPlayerInvincibilityFrame(180); DeleteShotAll(TYPE_ALL,TYPE_ITEM); ObjSound_Play(death); TExplosionA(ObjMove_GetX(targetenemyA), ObjMove_GetY(targetenemyA), 10, 0.5); TExplosionA(ObjMove_GetX(targetenemyB), ObjMove_GetY(targetenemyB), 10, 0.5); wait(120); _SpellItemDrop(targetscene, targetenemyA, itemdropamount); _SpellItemDrop(targetscene, targetenemyB, itemdropamount); StopSlow(TARGET_ALL); ObjSound_Play(death); TExplosionA(ObjMove_GetX(targetenemyA), ObjMove_GetY(targetenemyA), 10, 0.5); TExplosionA(ObjMove_GetX(targetenemyB), ObjMove_GetY(targetenemyB), 10, 0.5); Obj_Delete(targetboss); Obj_Delete(targetenemyA); Obj_Delete(targetenemyB); wait(120); } /* //////////////// GRAPHICAL/VISUAL-RELATED TASKS AND FUNCTIONS //////////////// */ // Handles boss markers during boss fights. task _BossMarker(int targetenemy, markertex, int left, int top, int right, int bottom, float scale, float heightoffset){ int marker = ObjPrim_Create(OBJ_SPRITE_2D); ObjPrim_SetTexture(marker, markertex); ObjSprite2D_SetSourceRect(marker, left, top, right, bottom); ObjSprite2D_SetDestCenter(marker); ObjRender_SetScaleXYZ(marker, scale); Obj_SetRenderPriorityI(marker, 19); ObjRender_SetAlpha(marker, 255); //ObjRender_SetY(marker, GetStgFrameHeight()+heightoffset); while(!Obj_IsDeleted(targetenemy)){ ObjRender_SetPosition(marker, ObjRender_GetX(targetenemy)+(GetScreenWidth()-GetStgFrameWidth())/2, GetStgFrameHeight()+heightoffset+(GetScreenHeight()-GetStgFrameHeight())/2, 1); yield; } Obj_Delete(marker); } // Tasks that handle calling a spellcard. No spell card history. task _DuoCutin( image1, image2, int rectleft, int recttop, int rectright, int rectbottom, int spellID, string spellname, float textsize, float bordersize, int bordercolor, int bonusbordercolor, float textstartx, float textendx, int render1, int render2 ){ // Handle the appearance and disappearances of the images // 0 = upwards, 1 = downwards || 0 = left, 1 = right // Handle the spell text int spelltext = ObjText_Create(); ObjText_SetText(spelltext, spellname); ObjText_SetFontType(spelltext, "Connecting Chain Handserif"); ObjText_SetFontSize(spelltext, textsize); ObjText_SetFontColorTop(spelltext, 255, 255, 255); ObjText_SetFontColorBottom(spelltext, 255, 255, 255); ObjText_SetFontBorderType(spelltext, BORDER_FULL); ObjText_SetFontBorderColor(spelltext, bordercolor); ObjText_SetFontBorderWidth(spelltext, bordersize); ObjText_SetHorizontalAlignment(spelltext, ALIGNMENT_RIGHT); ObjText_SetMaxWidth(spelltext, GetStgFrameWidth); Obj_SetRenderPriorityI(spelltext, 79); ObjRender_SetPosition(spelltext, textstartx, GetStgFrameHeight/8-10, 0); // WIP ObjRender_SetAlpha(spelltext, 255); // Handle the spell bonus let objBonus = ObjText_Create(); ObjText_SetFontSize(objBonus, 38); ObjText_SetFontBold(objBonus, true); ObjText_SetFontType(objBonus, "Anke Calligraph"); ObjText_SetFontColorTop(objBonus, 255, 255, 255); ObjText_SetFontColorBottom(objBonus, 255, 255, 255); ObjText_SetFontBorderType(objBonus, BORDER_FULL); ObjText_SetFontBorderColor(objBonus, bonusbordercolor); ObjText_SetFontBorderWidth(objBonus, 2); ObjText_SetHorizontalAlignment(objBonus, ALIGNMENT_RIGHT); ObjText_SetMaxWidth(objBonus, GetStgFrameWidth-24); Obj_SetRenderPriorityI(objBonus, 79); ObjRender_SetPosition(objBonus, textendx, GetStgFrameHeight/8+12, 0); // WIP ObjRender_SetAlpha(objBonus, 255); async{ while(ObjEnemyBossScene_GetInfo(spellID, INFO_PLAYER_SHOOTDOWN_COUNT) == 0 && ObjEnemyBossScene_GetInfo(spellID, INFO_PLAYER_SPELL_COUNT) == 0) { int score = trunc(ObjEnemyBossScene_GetInfo(spellID, INFO_SPELL_SCORE)/10) * 10; score = min(score, 9999999990); let yass = DigitToCommaArray(score); ObjText_SetText(objBonus, yass); yield; } ObjText_SetText(objBonus, ":("); } // Actually call the tasks and functions here // Mm int objCutin1 = _Create2DImage(image1, rectleft, recttop, rectright, rectbottom); int objCutin2 = _Create2DImage(image2, rectleft, recttop, rectright, rectbottom); Obj_SetRenderPriorityI(objCutin1, render1); Obj_SetRenderPriorityI(objCutin2, render2); _MoveVertical(objCutin1, 0, 0); _MoveVertical(objCutin2, 1, 1); //WriteLog(ObjRender_GetY(objCutin1)); //_MoveIntoPlace(spelltext, textstartx, textendx); _FadeAtPlayer(spelltext); _FadeAtPlayer(objBonus); while(ObjEnemyBossScene_GetInfo(spellID, INFO_CURRENT_LIFE) > 0){yield;} Obj_Delete(spelltext); Obj_Delete(objBonus); //return; } task _SoloCutin( image, int rectleft, int recttop, int rectright, int rectbottom, int bossID, int spellID, string spellname, float textsize, float bordersize, int bordercolor, int bonusbordercolor, float textstartx, float texty, int render ){ // Handle the spell text int spelltext = ObjText_Create(); ObjText_SetText(spelltext, spellname); ObjText_SetFontType(spelltext, "Connecting Chain Handserif"); ObjText_SetFontSize(spelltext, textsize); ObjText_SetFontColorTop(spelltext, 255, 255, 255); ObjText_SetFontColorBottom(spelltext, 255, 255, 255); ObjText_SetFontBorderType(spelltext, BORDER_FULL); ObjText_SetFontBorderColor(spelltext, bordercolor); ObjText_SetFontBorderWidth(spelltext, bordersize); ObjText_SetHorizontalAlignment(spelltext, ALIGNMENT_LEFT); //ObjText_SetMaxWidth(spelltext, GetStgFrameWidth); Obj_SetRenderPriorityI(spelltext, 79); ObjRender_SetPosition(spelltext, textstartx, texty, 0); // WIP ObjRender_SetAlpha(spelltext, 255); // Handle the spell bonus let objBonus = ObjText_Create(); ObjText_SetFontSize(objBonus, textsize*1.25); ObjText_SetFontBold(objBonus, true); ObjText_SetFontType(objBonus, "Anke Calligraph"); ObjText_SetFontColorTop(objBonus, 255, 255, 255); ObjText_SetFontColorBottom(objBonus, 255, 255, 255); ObjText_SetFontBorderType(objBonus, BORDER_FULL); ObjText_SetFontBorderColor(objBonus, bonusbordercolor); ObjText_SetFontBorderWidth(objBonus, 2); ObjText_SetHorizontalAlignment(objBonus, ALIGNMENT_LEFT); //ObjText_SetMaxWidth(objBonus, GetStgFrameWidth-24); Obj_SetRenderPriorityI(objBonus, 79); ObjRender_SetPosition(objBonus, textstartx, texty+textsize-5, 0); // WIP ObjRender_SetAlpha(objBonus, 255); async{ while(ObjEnemyBossScene_GetInfo(spellID, INFO_PLAYER_SHOOTDOWN_COUNT) == 0 && ObjEnemyBossScene_GetInfo(spellID, INFO_PLAYER_SPELL_COUNT) == 0) { int score = trunc(ObjEnemyBossScene_GetInfo(spellID, INFO_SPELL_SCORE)/10) * 10; score = min(score, 9999999990); let yass = DigitToCommaArray(score); ObjText_SetText(objBonus, "Bonus: " ~ yass); yield; } ObjText_SetText(objBonus, "Bonus Failed..."); } // Actually call the tasks and functions here // Mm int objCutin = _Create2DImage(image, rectleft, recttop, rectright, rectbottom); Obj_SetRenderPriorityI(objCutin, render); _MoveDiagonal(objCutin, GetStgFrameWidth()*1.25, -120, GetStgFrameWidth()/2, GetStgFrameHeight()/2, -120, GetStgFrameHeight()*1.25); //WriteLog(Obj_IsVisible(spelltext)); //_MoveIntoPlace(spelltext, textstartx, textendx); _FadeAtPlayer(spelltext); _FadeAtPlayer(objBonus); while(ObjEnemyBossScene_GetInfo(spellID, INFO_CURRENT_LIFE) > 0){yield;} Obj_Delete(spelltext); Obj_Delete(objBonus); //return; } function DigitToCommaArray(num){ //Natashinitai let srcStr = IntToString(num); let res = []; let nChar = 0; for(let i = length(srcStr) - 1; i >= 0; i--){ res = [srcStr[i]] ~ res; nChar++; if(nChar % 3 == 0 && i > 0) res = "," ~ res; } return res; } // Tasks meant to be used with cutin tasks. task _MoveVertical(int target, int move, int widthposition){ float positionstart = [GetStgFrameHeight()*1.5, -GetStgFrameHeight()][move]; float positionmid = GetStgFrameHeight()/2; float positionend = [-GetStgFrameHeight()*1.5, GetStgFrameHeight()*1.5][move]; float positionhort = [3*GetStgFrameWidth/8, 6*GetStgFrameWidth/8][widthposition]; ObjRender_SetPosition(target, positionhort, positionstart, 0); ascent(i in 0..30){ ObjRender_SetY(target, Interpolate_Decelerate(positionstart, positionmid, i/30)); yield; } wait(30); ascent(i in 0..30){ ObjRender_SetY(target, Interpolate_Accelerate(positionmid, positionend, i/30)); yield; } Obj_Delete(target); return; } task _MoveDiagonal(int target, int startx, int starty, int midx, int midy, int endx, int endy){ //" ObjRender_SetPosition(target, startx, endx, 1); ascent(i in 0..30){ ObjRender_SetPosition(target, Interpolate_Decelerate(startx, midx, i/30), Interpolate_Decelerate(starty, midy, i/30), 1); ObjRender_SetAlpha(target, Interpolate_Decelerate(0, 255, i/30)); yield; } wait(30); ascent(i in 0..30){ ObjRender_SetPosition(target, Interpolate_Decelerate(midx, endx, i/30), Interpolate_Decelerate(midy, endy, i/30), 1); ObjRender_SetAlpha(target, Interpolate_Decelerate(255, 0, i/30)); yield; } return; } task _MoveIntoPlace(int target, int startx, int endx){ ascent(i in 0..30){ ObjRender_SetX(target, Interpolate_Decelerate(startx, endx, i/30)); ObjRender_SetAlpha(target, Interpolate_Decelerate(0, 255, i/30)); yield; } return; } task _FadeAtPlayer(int target){ wait(30); while(!Obj_IsDeleted(target)){ int player = GetPlayerObjectID(); if(ObjRender_GetY(player) <= GetStgFrameHeight()/3.5){ObjRender_SetAlpha(target, 60);} else{ObjRender_SetAlpha(target, 255);} yield; } return; } // Enemy render tasks /* These render tasks assume the order of the spritesheet goes like this: Idle Idle2 Idle3 ... Left Left2 Left3 ... Right */ task _RenderEnemyMovement(int obj, int frame, int offsetleft, int offsettop, int width, int height, float flipscale, int frameno, int speed){ ObjSprite2D_SetSourceRect(obj, offsetleft+width*floor(frame/speed), offsettop, width+width*floor(frame/speed), offsettop+height); ObjRender_SetScaleX(obj, flipscale); } task _EnemyRenderFull(int enemyobj, int texture, int offsetleft, int offsettop, int width, int height, int framenoidle, int framenomovement, int speed){ int aniidle = 0; int animove = 0; while(!Obj_IsDeleted(enemyobj)){ float dir = ObjMove_GetAngle(enemyobj); float speed = ObjMove_GetSpeed(enemyobj); // Idle if (speed == 0){ _RenderEnemyMovement(enemyobj, aniidle, offsetleft, offsettop, width, height, 1, framenoidle, speed); aniidle++; if(aniidle >= speed*framenoidle){aniidle = 0;} } // Left else if (cos(dir) < 0){ _RenderEnemyMovement(enemyobj, aniidle, offsetleft, offsettop+height, width, height*2, 1, framenomovement, speed); animove++; if(animove >= speed*framenomovement){animove = 0;} } // Right else if (cos(dir) > 0){ _RenderEnemyMovement(enemyobj, aniidle, offsetleft, offsettop+height*2, width, height*3, 1, framenomovement, speed); animove++; if(animove >= speed*framenomovement){animove = 0;} } yield; } } // Enemy deletion/explosion effects. // This particle list is used for all instances of the effect. task _EffectListPreRender( int targetList, texture, int[] rect ){ ObjPrim_SetTexture(targetList, texture); Obj_SetRenderPriorityI(targetList, 39); ObjPrim_SetPrimitiveType(targetList, PRIMITIVE_TRIANGLELIST); ObjPrim_SetVertexCount(targetList, 4); ObjRender_SetBlendType(targetList, BLEND_ALPHA); // Left-top, right-top, left-bottom, right-bottom ObjPrim_SetVertexUVT(targetList, 0, rect[0], rect[1]); ObjPrim_SetVertexUVT(targetList, 1, rect[2], rect[1]); ObjPrim_SetVertexUVT(targetList, 2, rect[0], rect[3]); ObjPrim_SetVertexUVT(targetList, 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(targetList, 0, -dU, -dV, 1); ObjPrim_SetVertexPosition(targetList, 1, dU, -dV, 1); ObjPrim_SetVertexPosition(targetList, 2, -dU, dV, 1); ObjPrim_SetVertexPosition(targetList, 3, dU, dV, 1); ObjPrim_SetVertexIndex(targetList, [0, 1, 2, 1, 2, 3]); } // Drop a number of point items and petals depending on how fast you kill the enemy and how close you are to them. task _EnemyItemDrop( int ID, int minPoint, int minPIV, int maxPoint, int maxPIV, int maxTimer, int maxDist ){ //wait(spawnTime+5); float enmX = ObjMove_GetX(ID), enmY = ObjMove_GetY(ID); int Bitch = ID; float timer = 1; float dmgCheck = 0; ObjEnemy_SetDamageRate(Bitch, 100, 100); while(ObjEnemy_GetInfo(Bitch, INFO_LIFE) > 0){ enmX = ObjMove_GetX(Bitch); enmY = ObjMove_GetY(Bitch); dmgCheck = ObjEnemy_GetInfo(Bitch, INFO_DAMAGE_PREVIOUS_FRAME); timer++; yield; } if( (-96 < enmX && enmX < STG_WIDTH+96) && (-96 < enmY && enmY < STG_HEIGHT+96) ) { _ExplosionEffect(enmX, enmY, PetalEffect); //_ScorePopup(float enmX, float enmY, int pointNum, int pivNum); // NotifyEvent is faster than NotifyEventAll, considering how the item event will be called many times. NotifyEvent(itemScript, EV_DROP_POINT_ENEMY, [enmX, enmY], timer, maxTimer, minPoint, maxPoint); NotifyEvent(itemScript, EV_DROP_PIV_ENEMY, GetPlayerObjectID(), [enmX, enmY], minPIV, maxPIV, maxDist); } } // Enemy go Boom /* 5 flower petals appear from the enemy and spin outwards. Their angle constantly changes and their alpha lowers over time. */ task _ExplosionEffect(float enmX, float enmY, int targetList){ int i = 0; int effectLength = 45; int effectNum = 5; int dir = 1; TExplosionA(enmX, enmY, 255/effectLength, 9/effectLength); /*ascent(i in 0..effectNum){ _CreatePetal(rand(5, 10)*dir, rand(5, 10)*dir, rand(0, 360)); dir *= -1; //_CreatePetal(rand(50, 80), rand(-80, -50), rand(0, 360)); }*/ _CreatePetal(rand(8, 11), rand(-8, -11), rand(0, 360)); _CreatePetal(rand(-11, -8), rand(-2, 2), rand(0, 360)); _CreatePetal(rand(8, 8), rand(-2, 2), rand(0, 360)); _CreatePetal(rand(-11, -8), rand(8, 11), rand(0, 360)); _CreatePetal(rand(8, 11), rand(8, 11), rand(0, 360)); ObjSound_Play(sfxBoom); // Create a petal with: // x offset every frame, y offset every frame task _CreatePetal(float spdX, float spdY, float baseAng){ float x = enmX, y = enmY; let x_speed = spdX; let y_speed = spdY; let z_add = rand(-5, 5); ascent(i in 0..effectLength){ _PetalMovement(Interpolate_Decelerate(1.5, 0.5, i/effectLength), Interpolate_Decelerate(255, 0, i/effectLength)); yield; } task _PetalMovement(scale, alpha){ ObjParticleList_SetScale(targetList, scale); ObjParticleList_SetAngleZ(targetList, baseAng); ObjParticleList_SetPosition(targetList, x, y, 1); ObjParticleList_SetAlpha(targetList, alpha); //Submits the current data to an instance, cleared every frame. ObjParticleList_AddInstance(targetList); x += x_speed; y += y_speed; baseAng += z_add; yield; } } }