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

112 lines
2.7 KiB
Plaintext

hitbox_rotator++;
bombing--;
invuln--;
recovery--;
emergency--;
hyper_time--;
h_move = 0;
v_move = 0;
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") );
if ( hyper_time <= 0 ) {
hyper_tier = HYPER_INACTIVE;
}
//bomb logic
if ( input_bomb && !bombing && !recovery) {
//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;
} else if (bombs_current > 0 ) {
bombs_current = 0; //costs all bombs
bombing = 300;
invuln = 360;
//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;
//TODO: create bomb object
//instance_create
}
}
}
//movement logic
if ( !emergency && !recovery ) {
//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 && !recovery ) {
//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 ) {
//TODO: shoot in facing direction
}
}