looks like battle animations to me
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64a74d6f36
commit
b0e718f879
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@ -126,6 +126,7 @@
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{"id":{"name":"c_selectunit","path":"scripts/c_selectunit/c_selectunit.yy",},"order":9,},
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{"id":{"name":"array_generate_2d","path":"scripts/array_generate_2d/array_generate_2d.yy",},"order":3,},
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{"id":{"name":"c_input","path":"scripts/c_input/c_input.yy",},"order":8,},
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{"id":{"name":"o_damage","path":"objects/o_damage/o_damage.yy",},"order":4,},
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{"id":{"name":"st_standing","path":"scripts/st_standing/st_standing.yy",},"order":6,},
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{"id":{"name":"unit","path":"scripts/unit/unit.yy",},"order":2,},
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{"id":{"name":"c_moveunit","path":"scripts/c_moveunit/c_moveunit.yy",},"order":17,},
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@ -8,6 +8,7 @@ var i;
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c_loadstageone();
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waiting = 0;
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selectedunit = noone;
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hoveredunit = noone;
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hspd = 0;
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@ -0,0 +1,4 @@
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amount = 0;
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count = 0;
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hspd = 0;
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vspd = 0;
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@ -0,0 +1,16 @@
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cpp();
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draw_set_color(c_black);
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//draw_set_alpha(0.25);
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//draw_circle(x,y,5,false);
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//draw_set_alpha(1);
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var worldMat = matrix_get(matrix_world);
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//this is the location of where i want to draw from !!!
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var worldMat2 = matrix_build(x,y+6,0,50,0,0,0.6,0.6,0.6);
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matrix_set(matrix_world,worldMat2);
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draw_set_halign(fa_center);
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draw_text(0, 0, amount);
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draw_set_halign(fa_left);
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//draw_set_color(c_red);
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//draw_circle(x, y, 5, false);
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matrix_set(matrix_world,worldMat);
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@ -0,0 +1,7 @@
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vspd -= .2;
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x += hspd;
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y += vspd;
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if count >= 40 {
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image_alpha -= .1;
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if !image_alpha instance_destroy();
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}
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@ -0,0 +1,35 @@
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{
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"spriteId": null,
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"solid": false,
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"visible": true,
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"spriteMaskId": null,
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"persistent": false,
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"parentObjectId": null,
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"physicsObject": false,
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"physicsSensor": false,
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"physicsShape": 1,
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"physicsGroup": 1,
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"physicsDensity": 0.5,
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"physicsRestitution": 0.1,
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"physicsLinearDamping": 0.1,
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"physicsAngularDamping": 0.1,
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"physicsFriction": 0.2,
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"physicsStartAwake": true,
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"physicsKinematic": false,
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"physicsShapePoints": [],
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"eventList": [
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{"isDnD":false,"eventNum":0,"eventType":0,"collisionObjectId":null,"resourceVersion":"1.0","name":"","tags":[],"resourceType":"GMEvent",},
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{"isDnD":false,"eventNum":0,"eventType":8,"collisionObjectId":null,"resourceVersion":"1.0","name":"","tags":[],"resourceType":"GMEvent",},
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{"isDnD":false,"eventNum":0,"eventType":3,"collisionObjectId":null,"resourceVersion":"1.0","name":"","tags":[],"resourceType":"GMEvent",},
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],
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"properties": [],
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"overriddenProperties": [],
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"parent": {
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"name": "Objects",
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"path": "folders/Objects.yy",
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},
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"resourceVersion": "1.0",
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"name": "o_damage",
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"tags": [],
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"resourceType": "GMObject",
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}
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@ -28,11 +28,15 @@ continuecombat = function(me, them) {
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action = {
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effect: function(me, them) {
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var guy = instance_create(them.x, them.y, o_damage);
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guy.hspd = random(3)-1.5;
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guy.vspd = -random(1)-3;
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if irandom(99) < (me.data.hit.val) { //add avo
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them.data.hp.val -= (me.data.str.val-them.data.def.val);
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guy.amount = (me.data.str.val-them.data.def.val);
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return me.data.str.val;
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} else {
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log(string(me) + " missed!");
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guy.amount = "Miss!";
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return 0;
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}
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@ -97,6 +97,7 @@ function c_doenemyai(target) {
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break;
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}
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c_loadmarkings();
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waiting = 70;
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}
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function c_findnearestunit(alignment) {
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@ -1,7 +1,7 @@
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function c_moveunit(targetunit, destination) {
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var theguy = c_gettile(targetunit.pos.x, targetunit.pos.y);
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log(theguy.contents);
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if !array_remove(theguy.contents, targetunit) idhfnjg();
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/*if !*/array_remove(theguy.contents, targetunit) //idhfnjg();
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array_push(destination.contents, targetunit);
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targetunit.pos.x = destination.x;
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targetunit.pos.y = destination.y;
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@ -73,6 +73,7 @@ function st_control() {
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}
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c_dewait(global.turn);
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//global.turn = (global.turn+1)%2;
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k = 0;
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global.turn = ARMY.THEM;
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log("TURN " + string(global.turn));
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state = st_enemyturn;
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@ -1,19 +1,36 @@
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function st_enemyturn() {
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while global.turn == ARMY.THEM {
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var done = true;
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for (k=0; k<array_length(global.units[ARMY.THEM]); k++) {
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var target = global.units[ARMY.THEM][k];
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if !target.waiting {
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done = false;
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} else {
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continue;
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}
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c_doenemyai(target);
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}
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if done {
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c_dewait(global.turn);
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state = st_control;
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global.turn = ARMY.US;
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}
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if selectedunit != noone {
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hspd = 0;
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vspd = 0;
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x = lerp(x, selectedunit.x, .4);
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y = lerp(y, selectedunit.y, .4);
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cursor.x = mouse_x;
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cursor.y = mouse_y;
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global.camerax = x;
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global.cameray = y;
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}
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if waiting {
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waiting--;
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exit;
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}
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done = false;
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//for (k=0; k<array_length(global.units[ARMY.THEM]); k++) {
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var target = global.units[ARMY.THEM][k];
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selectedunit = target;
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while !target.waiting {
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c_doenemyai(target);
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if waiting exit;
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}
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k++;
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if k >= array_length(global.units[ARMY.THEM]){
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done = true;
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}
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//}
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if done {
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c_dewait(global.turn);
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k = 0;
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state = st_control;
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global.turn = ARMY.US;
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}
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//}
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}
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@ -1,5 +1,5 @@
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function st_standing() {
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x = pos.x*global.tilesize.x+global.tilesize.x/2;
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y = pos.y*global.tilesize.y+global.tilesize.y/2;
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x = lerp(x, pos.x*global.tilesize.x+global.tilesize.x/2, .1);
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y = lerp(y, pos.y*global.tilesize.y+global.tilesize.y/2, .1);
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//log(x, y);
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}
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