ScarletBlackMarket/script/player/PrideJam_ByakMiko/ByakMiko_Main.dnh

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#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;
}