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