218 lines
6.2 KiB
Plaintext
218 lines
6.2 KiB
Plaintext
|
|
// 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;
|
|
}
|
|
|
|
} |