touhou-pride-jam-2021/thpj3/objects/obj_wriggle/Step_0.gml

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hitbox_rotator++;
bombing--;
recovery--;
respawn--;
emergency--;
hyper_time--;
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shoot_delay--;
h_move = 0;
v_move = 0;
hyper_current += .02;
input_up = keyboard_check( vk_up );
input_down = keyboard_check( vk_down );
input_left = keyboard_check( vk_left );
input_right = keyboard_check( vk_right );
input_shot_left = keyboard_check( ord( "Z" ) );
input_shot_right = keyboard_check( ord( "C" ) );
input_focus = keyboard_check( vk_shift );
input_bomb = keyboard_check_pressed( ord("X") );
//limiters and resets
if ( hyper_time <= 0 ) {
hyper_tier = HYPER_INACTIVE;
}
if ( lives_current > LIVES_MAX ) {
lives_current = LIVES_MAX;
}
if ( bombs_current > BOMBS_MAX ) {
bombs_current = BOMBS_MAX;
}
if ( hyper_current > HYPER_MAX ) {
hyper_current = HYPER_MAX;
}
if ( emergency == 0 ) {
lives_current -= 1;
respawn = RESPAWN_TIMER;
x = SPAWN_X;
y = SPAWN_Y;
}
if ( respawn == 0 ) {
recovery = RESPAWN_INVULN;
}
//invuln logic
if ( bombing || recovery || emergency || respawn || obj_dialogue.dialogue_mode ) {
invuln = true;
} else {
invuln = false;
}
//bomb logic
if ( input_bomb && !bombing && !recovery && !respawn ) {
//death bomb
if ( emergency ) {
if ( hyper_current >= HYPER_COST && hyper_tier == HYPER_INACTIVE ) {
hyper_current -= hyper_current; //costs all hyper gauges, tier = maximum
bombing = 60;
invuln = 60;
hyper_time = 420;
hyper_tier = HYPER_TIER_3;
emergency = -5;
} else if (bombs_current > 0 ) {
bombs_current = 0; //costs all bombs
bombing = 300;
invuln = 360;
emergency = -5;
if (hyper_time > 0) {
hyper_time = 0;
}
//TODO: create death bomb object
//instance_create
}
} else {
if ( hyper_current >= HYPER_COST && hyper_tier == HYPER_INACTIVE ) {
hyper_time = 240;
while ( hyper_current >= HYPER_COST ) { //costs all filled hyper gauges, tier = expended gauges
hyper_current -= HYPER_COST;
hyper_time += 60;
hyper_tier += 1;
}
bombing = 60;
invuln = 60;
} else if ( bombs_current > 0 ) {
bombs_current -= 1; //costs 1 bomb
bombing = 180;
invuln = 180;
if (hyper_time > 0) {
hyper_time = 0;
}
//TODO: create bomb object
//instance_create
}
}
}
//movement logic
if ( !emergency && !respawn ) {
//convert input bools to directions
if ( input_up ) {
v_move--;
}
if ( input_down ) {
v_move++;
}
if ( input_left ) {
h_move--;
}
if ( input_right ) {
h_move++;
}
//move
if ( h_move != 0 || v_move != 0 ) {
if ( input_focus ) {
x += lengthdir_x( FOCUS_SPEED, point_direction(0, 0, h_move, v_move) );
y += lengthdir_y( FOCUS_SPEED, point_direction(0, 0, h_move, v_move) );
} else {
x += lengthdir_x( UNFOC_SPEED, point_direction(0, 0, h_move, v_move) );
y += lengthdir_y( UNFOC_SPEED, point_direction(0, 0, h_move, v_move) );
}
}
//enforce screen border
if ( x > BOUNDARY_RIGHT ) {
x = BOUNDARY_RIGHT;
}
if ( x < BOUNDARY_LEFT ) {
x = BOUNDARY_LEFT;
}
if ( y > BOUNDARY_BOTTOM ) {
y = BOUNDARY_BOTTOM;
}
if ( y < BOUNDARY_TOP ) {
y = BOUNDARY_TOP;
}
}
//shot and facing logic
if ( !emergency && !respawn ) {
//change directions if only one is held
if ( input_shot_left && !input_shot_right ) {
face_dir = LEFT;
}
if ( !input_shot_left && input_shot_right ) {
face_dir = RIGHT;
}
if ( input_shot_left || input_shot_right ) {
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if ( shoot_delay <= 0 ) {
shoot_delay = SHOT_DELAY;
var shooty = instance_create_layer( x + (face_dir * 10), y + (TOP * 10), "Instances", obj_player_shot);
with (shooty) {
face_dir = other.face_dir;
damage = SHOT_PLAYER_DAMAGE;
speed = SHOT_PLAYER_SPEED;
direction = 270 + (90 * face_dir);
image_angle = direction;
}
var shooty = instance_create_layer( x + (face_dir * 10), y + (BOTTOM * 10), "Instances", obj_player_shot);
with (shooty) {
face_dir = other.face_dir;
damage = SHOT_PLAYER_DAMAGE;
speed = SHOT_PLAYER_SPEED;
direction = 270 + (90 * face_dir);
image_angle = direction;
}
for (var i = 0; i < 40; i += 10) {
var shotia = instance_create_layer( top_option.x, top_option.y, "Instances", obj_option_shot);
with (shotia) {
face_dir = other.face_dir;
damage = SHOT_OPTION_DAMAGE;
speed = SHOT_OPTION_SPEED;
direction = point_direction( other.x, other.y, other.top_option.x, other.top_option.y ) - (i * face_dir);
image_angle = direction;
}
var shotia = instance_create_layer( bottom_option.x, bottom_option.y, "Instances", obj_option_shot);
with (shotia) {
face_dir = other.face_dir;
damage = SHOT_OPTION_DAMAGE;
speed = SHOT_OPTION_SPEED;
direction = point_direction( other.x, other.y, other.bottom_option.x, other.bottom_option.y ) + (i * face_dir);
image_angle = direction;
}
}
}
}
}
//death logic
if ( lives_current == 0 ) {
//TODO: add score and continue logic
room_goto(rm_title);
}