576 lines
15 KiB
Plaintext
576 lines
15 KiB
Plaintext
#TouhouDanmakufu[Player]
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#ScriptVersion[3]
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#ID["ByakMiko"]
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#Title["Byakuren Hijiri & Toyosatomimi no Miko"]
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#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."]
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//#Image["./marimiko_lib/marimiko_illust.png"]
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#ReplayName["ByakMiko"]
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#include "script/KevinSystem/Kevin_PlayerLib.txt"
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#include "script/KevinSystem/PlayerSoundLib.dnh"
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#include "./ByakMiko_Function.dnh"
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#include "./ByakMiko_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/ByakMiko_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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int frameidlebyak = 0;
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int frameidlemiko = 0;
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int framemovebyak = 0;
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int framemovemiko = 0;
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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 = [11.5, 5.8];
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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, 2560, 512, 2688, 640, 2816, 1024, 2816+511, 1024+511, 0.22, 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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ByakShot();
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_MikoOption();
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// Shot data loading
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LoadPlayerShotData(csd ~ "./ByakMiko_ShotData.dnh");
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}
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@MainLoop{
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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);
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_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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if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){_FocusBomb(); _SigilCall(false, teamimg, 2816+256, 512, 2816+512, 768, objPlayer, GetPlayerInvincibilityFrame());}
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else{_UnfocusBomb();
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_SigilCall(false, teamimg, 2816+256, 512, 2816+512, 768, objPlayer, GetPlayerInvincibilityFrame());
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}
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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, [1792, 512, 1792+512, 512+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, 2816, 512, 2816+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, 2816+256, 512, 2816+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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task _MikoOption(){
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// Offsets for 4 front options
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float offsetX1 = 90;
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float offsetX2 = offsetX1 * 2;
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float offsetY1 = 45;
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// Array that contains static/unchanging values for the PlayerOption
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let val = [1792, 256, 2048, 512, 0.65, 256, 1, 1, false, false, 0, true, false];
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// Option handling (right -> rightmost -> left -> leftmost)
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float[][] offsetArray = [[offsetX1, offsetY1], [offsetX2, 0], [-offsetX1, offsetY1], [-offsetX2, 0]];
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int opt1 = PlayerOption(
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offsetArray[0][0], offsetArray[0][1],
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teamimg,
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val[0], val[1], val[2], val[3], val[4],
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val[5], val[6], val[7], val[8],
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val[9], val[10],
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val[11], val[12]);
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int opt2 = PlayerOption(
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offsetArray[1][0], offsetArray[1][1],
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teamimg,
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val[0], val[1], val[2], val[3], val[4],
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val[5], val[6], val[7], val[8],
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val[9], val[10],
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val[11], val[12]);
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int opt3 = PlayerOption(
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offsetArray[2][0], offsetArray[2][1],
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teamimg,
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val[0], val[1], val[2], val[3], val[4],
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val[5], val[6], val[7], val[8],
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val[9], val[10],
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val[11], val[12]);
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int opt4 = PlayerOption(
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offsetArray[3][0], offsetArray[3][1],
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teamimg,
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val[0], val[1], val[2], val[3], val[4],
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val[5], val[6], val[7], val[8],
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val[9], val[10],
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val[11], val[12]);
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int[] optArray = [opt1, opt2, opt3, opt4];
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ascent(i in -1..length(optArray)-1){
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_SwingBehaviour(optArray[i]);
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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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int laser1 = _RenderLaser(opt1, -7, 300, GetStgFrameHeight*1.25, 65, 0, 2.6);
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int laser2 = _RenderLaser(opt2, -14, 600, GetStgFrameHeight*1.25, 65, 0, 2.6);
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int laser3 = _RenderLaser(opt3, 7, 300, GetStgFrameHeight*1.25, 65, 0, 2.6);
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int laser4 = _RenderLaser(opt4, 14, 600, GetStgFrameHeight*1.25, 65, 0, 2.6);
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//int laser3 = _RenderLaser(opt3, 0, 300, GetStgFrameHeight*1.25, 50, 0, 5);
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float focusDist = 280;
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let dummy = CreatePlayerShotA1(playerX, playerY-focusDist, 0, 0, 0, 99999, 0);
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ObjShot_SetAutoDelete(dummy, false);
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ObjShot_SetIntersectionEnable(dummy, false);
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//ObjMove_AddPatternA4(laser1, 0, NO_CHANGE, 0, NO_CHANGE, NO_CHANGE, NO_CHANGE, NO_CHANGE, dummy);
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//ObjMove_AddPatternA4(laser2, 0, NO_CHANGE, 0, NO_CHANGE, NO_CHANGE, NO_CHANGE, NO_CHANGE, dummy);
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}
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// Miko's lasers
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// Basic player parameters
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task parameterrender(){
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SetPlayerItemScope(120);
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SetPlayerLife(9); // Debug
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SetPlayerSpell(2);
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SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]); // (original: 5.25/2.0)
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SetPlayerRebirthFrame(25);
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SetPlayerAutoItemCollectLine(GetStgFrameHeight/3);
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SetPlayerRebirthLossFrame(0);
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ObjPlayer_AddIntersectionCircleA1(objPlayer, 0, 0, 2.0, 55);
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}
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// Renders the shottype
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// Player sprites
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task playerrender(){
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// Why is this movement code so cursed jesus fucking christ
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float scale = 0.34; // Scalies
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ObjPrim_SetTexture(objPlayer, teamimg);
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ObjSprite2D_SetSourceRect(objPlayer, 0, 0, 320, 384);
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ObjSprite2D_SetDestCenter(objPlayer);
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Obj_SetRenderPriorityI(objPlayer, 42);
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ObjRender_SetScaleXYZ(objPlayer, scale, scale, 1);
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// Lower "speed" parameter = FASTER SPEED
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// FOR WHEN ONLY IDLE SPRITES ARE DONE
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loop{
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// Focused
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if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
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frameidlemiko++;
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_RenderPlayerMovement(objPlayer, frameidlemiko, 0, 1152, 320, 384, scale, 4, 5);
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if (frameidlemiko >= (5*4-1)){frameidlemiko = 0;}
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}
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// Unfocused
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else{
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frameidlebyak++;
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_RenderPlayerMovement(objPlayer, frameidlebyak, 0, 0, 320, 384, scale, 5, 5);
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if (frameidlebyak >= (5*5-1)){frameidlebyak = 0;}
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}
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yield;
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}
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}
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task ByakShot(){
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// Offsets for 4 front options
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float offsetX1 = 75;
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float offsetX2 = offsetX1 * 2;
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float offsetY1 = -75;
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// Array that contains static/unchanging values for the PlayerOption
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let valL = [2048, 256, 2048+256, 512, 0.32, 256, 1, 1, false, true, 6, false, true];
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let valR = [2048, 256, 2048+256, 512, 0.32, 256, 1, 1, false, true, -6, false, true];
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// Option handling
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float[][] offsetArray = [[offsetX1, offsetY1], [offsetX2, 0], [-offsetX1, offsetY1], [-offsetX2, 0]];
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int opt1 = PlayerOption(
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offsetArray[0][0], offsetArray[0][1],
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teamimg,
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valR[0], valR[1], valR[2], valR[3], valR[4],
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valR[5], valR[6], valR[7], valR[8],
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valR[9], valR[10],
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valR[11], valR[12]);
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int opt2 = PlayerOption(
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offsetArray[1][0], offsetArray[1][1],
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teamimg,
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valR[0], valR[1], valR[2], valR[3], valR[4],
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valR[5], valR[6], valR[7], valR[8],
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valR[9], valR[10],
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valR[11], valR[12]);
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int opt3 = PlayerOption(
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offsetArray[2][0], offsetArray[2][1],
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teamimg,
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valL[0], valL[1], valL[2], valL[3], valL[4],
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valL[5], valL[6], valL[7], valL[8],
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valL[9], valL[10],
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valL[11], valL[12]);
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int opt4 = PlayerOption(
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offsetArray[3][0], offsetArray[3][1],
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teamimg,
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valL[0], valL[1], valL[2], valL[3], valL[4],
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valL[5], valL[6], valL[7], valL[8],
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valL[9], valL[10],
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valL[11], valL[12]);
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int[] optArray = [opt1, opt2, opt3, opt4];
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ObjRender_SetAngleX(opt1, (-1)*valR[4]);
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ObjRender_SetAngleX(opt2, (-1)*valR[4]);
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ascent(i in -1..length(optArray)-1){
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_ThunderNeedle(optArray[i], 270, 7.5, 2);
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}
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_ThunderNeedle(optArray[1], 135, 7.5, 2);
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_ThunderNeedle(optArray[3], 45, 7.5, 2);
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//_ThunderNeedle(opt1, 270, 12, 2);
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//_ThunderNeedle(opt2, 250, 5, 2);
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//_ThunderNeedle(opt4, 290, 5, 2);
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//_ThunderNeedle(opt3, 270, 12, 2);
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// Byakuren's shot
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task _ThunderNeedle(int target, float baseang, float tiltang, int num){
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//float baseang = 270;
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int a = 0;
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loop{
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if(IsPermitPlayerShot && !ripplayer && GetVirtualKeyState(VK_SHOT) != KEY_FREE && GetVirtualKeyState(VK_SLOWMOVE) == KEY_FREE){
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if(shotspeed % 5 == 0){
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ascent(i in 0..num){
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float shot = CreatePlayerShotA1(ObjRender_GetX(target), ObjRender_GetY(target), 44, baseang-tiltang+a*tiltang*2, 4.1, 1.8, BYAKUREN_NEEDLE);
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ObjRender_SetAlpha(shot, 255*(universalAlpha/100));
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_BulletRescalePlayer(shot, 0.7, true, 0.7);
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//Fadein(shot);
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a++;
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if (a == num){a = 0;}
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}
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ObjSound_Play(basesfx);
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}
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}
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yield;
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}
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task Fadein(target){
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ascent(i in 0..5){
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//ObjRender_SetAlpha(target, Interpolate_Decelerate(180, 255, i/5));
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_BulletRescalePlayer(target, Interpolate_Decelerate(0.4, 0.7, i/5), true, Interpolate_Decelerate(0.4, 0.7,i/5));
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//ObjRender_SetBlendType(target, BLEND_ADD_ARGB);
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yield;
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}
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ObjRender_SetBlendType(target, BLEND_ALPHA);
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}
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}
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}
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// Handling of bomb
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task Fadein(target, len, targetscale, targetscalehitbox){
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ascent(i in 0..len){
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//ObjRender_SetAlpha(target, Interpolate_Decelerate(180, 255, i/len));
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_BulletRescalePlayer(target, Interpolate_Decelerate(0.4, targetscale, i/len), true, Interpolate_Decelerate(1, targetscalehitbox, i/len));
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//ObjRender_SetBlendType(target, BLEND_ADD_ARGB);
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yield;
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}
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ObjRender_SetBlendType(target, BLEND_ALPHA);
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}
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task _FocusBomb(){
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// Preparation
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SetForbidPlayerShot(true);
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SetForbidPlayerSpell(true);
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SetPlayerInvincibilityFrame(32*3+32*3+42*3+120+45);
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// Spell object
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let manageObj = GetSpellManageObject(); // SPELL BEGINS
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ObjSpell_Regist(manageObj);
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ObjSound_Play(bombsfx);
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SetPlayerSpeed(5, 5);
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float angvel = 0.75;
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float revolve = 2;
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float spd = 21;
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float dmg = 2;
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float revolvechange = 12;
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ascent(i in 0..16){
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float angBase = rand(0, 360);
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alternative(revolve)
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case(2){revolve = -2;}
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case(-2){revolve = 2;}
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ascent(i in 0..12){
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float ang = angBase + 360/12 * i;
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int shot = CreateShotA2(playerX, playerY, 24, ang, 0, 24, revolve, 3, 0);
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Fadein(shot, 10, 1.5, 1.5);
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ObjRender_SetBlendType(shot, BLEND_ADD_ARGB);
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ObjShot_SetIntersectionEnable(shot, true);
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ObjShot_SetPenetration(shot, 9999);
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ObjShot_SetDamage(shot, 2.5);
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ObjShot_SetEraseShot(shot, true);
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ObjShot_SetSpellFactor(shot, true);
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ObjMove_AddPatternA2(shot, 90, NO_CHANGE, NO_CHANGE, 1, 40, 0);
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//ObjShot_SetDeleteFrame(shot, 120);
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ObjSound_Play(inferno);
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}
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ascent(i in 0..12){
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float ang = angBase + 360/12 * i;
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int shot = CreateShotA2(playerX, playerY, 24, ang, 0, 24, -revolve, 3, 0);
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Fadein(shot, 10, 1.5, 1.5);
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|
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;
|
|
}
|
|
|