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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sTsumuri</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-3</depth>
<persistent>0</persistent>
<parentName>oEnemy</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>action_inherited();
makeActive();
setCollisionBounds(-1, -1, 1, 1);
myhealth = 10;
damage = 6;
hitsound = sndEHit5;
deathsound = sndEDeath1;
platyoffset = -14;
frozenspr = sTsumuriFrozen;
image_speed = 0.2;
state = 1;
angle = 0;
shouldMove = true;
tsumuriState = 0;
tsumuriDirection = 0;
previousAngle = 0;
rotationSpeed = 0;
falling = false;
xVel = 0;
yVel = 0;
enum TsumuriStates{
FALLING,
BOTTOMFLOOR,
RIGHTWALL,
CEILING,
LEFTWALL,
INNERDOWNRIGHTWALL,
INNERUPRIGHTWALL,
INNERUPLEFTWALL,
INNERDOWNLEFTWALL,
OUTERUPRIGHTWALL,
OUTERDOWNRIGHTWALL,
OUTERDOWNLEFTWALL,
OUTERUPLEFTWALL
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>// If Tsumuri is falling, make it fall faster
if(tsumuriState == TsumuriStates.FALLING) {
yVel += 0.1;
if (stun == 0) moveTo(xVel, yVel);
alarm[0] = 1;
}
else {
previousAngle = 0;
direction = angle;
image_angle = direction;
xVel = 0;
yVel = 0;
x = round(x);
y = round(y);
falling = false;
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="1">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>enemy_active_check(20);
if (active == 1) instance_activate_region(x - 16, y - 16, 32, 32, 1);
if (room_width &lt;= 320) { // just in case we have flush rooms, we don't want them crawling outside
if ((x &lt; (-(oControl.widescreen_space/2) - 8)) || (x &gt; (room_width + (oControl.widescreen_space/2) + 8)) || (y &lt; 0) || (y &gt; room_height)) {
instance_destroy();
}
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>action_inherited();
if (active == 1 &amp;&amp; frozen == 0) {
shouldMove = !shouldMove;
// Run the movement code every other step, effectively resulting in 0.5 speed.
if(shouldMove){
event_user(1);
}
var inst1 = collision_line(x-2, y, x+2, y, oSolid, false, true),
inst2 = collision_line(x, y-2, x, y+2, oSolid, false, true),
inst = noone;
// If we're on Slopes, set our angle accordingly
if(instance_exists(inst1) &amp;&amp; string_pos("Slope", object_get_name(inst1.object_index))) inst = inst1;
else if(instance_exists(inst2) &amp;&amp; string_pos("Slope", object_get_name(inst2.object_index))) inst = inst2;
if(instance_exists(inst)) {
if(string_pos("1", object_get_name(inst.object_index))) angle = 45;
if(string_pos("2", object_get_name(inst.object_index))) angle = 315;
if(string_pos("3", object_get_name(inst.object_index))) angle = 225;
if(string_pos("4", object_get_name(inst.object_index))) angle = 135;
if(string_pos("1B", object_get_name(inst.object_index))) angle = 25;
if(string_pos("2B", object_get_name(inst.object_index))) angle = 334;
if(string_pos("3B", object_get_name(inst.object_index))) angle = 205;
if(string_pos("4B", object_get_name(inst.object_index))) angle = 154;
}
if(previousAngle != angle) {
rotationSpeed = (abs(angle_difference(angle, previousAngle))*15)/90;
previousAngle = angle;
}
if(falling == false) turn_towards_direction(angle, rotationSpeed);
image_angle = direction;
// Make Tsumuri fall if there's oQuake
if (instance_number(oQuake) &gt; 0 &amp;&amp; falling == false) {
if(image_angle &gt;= 90 &amp;&amp; image_angle &lt;= 270) {
x = x + lengthdir_x(4, image_angle + 90);
y = y + lengthdir_y(4, image_angle + 90);
}
}
}
if (state == 100) enemy_death();
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="11">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>/// Tsumuris Movement Code
tsumuriState = TsumuriStates.FALLING;
edgedl = position_meeting(x - 2, y + 1, oSolid); // down-left
edgedr = position_meeting(x + 2, y + 1, oSolid); // down-right
edgeul = position_meeting(x - 2, y - 2, oSolid); // up-left
edgeur = position_meeting(x + 2, y - 2, oSolid); // up-right
if (isCollisionBottom(0) == 1) y -= 1;
if (isCollisionTop(0) == 1) y += 1;
if (isCollisionLeft(0) == 1) x += 1;
if (isCollisionRight(0) == 1) x -= 1;
// We save the results from Collision checks, in order to only need to call them once
var tempCollisionRight = isCollisionRight(1);
var tempCollisionLeft = isCollisionLeft(1);
var tempCollisionBottom = isCollisionBottom(1);
var tempCollisionTop = isCollisionTop(1);
if (tempCollisionBottom &amp;&amp; !tempCollisionRight &amp;&amp; !tempCollisionLeft) tsumuriState = TsumuriStates.BOTTOMFLOOR;
if (tempCollisionRight &amp;&amp; !tempCollisionBottom &amp;&amp; !tempCollisionTop) tsumuriState = TsumuriStates.RIGHTWALL;
if (tempCollisionTop &amp;&amp; !tempCollisionRight &amp;&amp; !tempCollisionLeft) tsumuriState = TsumuriStates.CEILING;
if (tempCollisionLeft &amp;&amp; !tempCollisionBottom &amp;&amp; !tempCollisionTop) tsumuriState = TsumuriStates.LEFTWALL;
if (tempCollisionBottom &amp;&amp; tempCollisionRight) tsumuriState = TsumuriStates.INNERDOWNRIGHTWALL;
if (tempCollisionTop &amp;&amp; tempCollisionRight) tsumuriState = TsumuriStates.INNERUPRIGHTWALL;
if (tempCollisionTop &amp;&amp; tempCollisionLeft) tsumuriState = TsumuriStates.INNERUPLEFTWALL;
if (tempCollisionBottom &amp;&amp; tempCollisionLeft) tsumuriState = TsumuriStates.INNERDOWNLEFTWALL;
if (!tempCollisionRight &amp;&amp; !tempCollisionLeft &amp;&amp; !tempCollisionBottom &amp;&amp; !tempCollisionTop) {
if (edgedl == 1 &amp;&amp; edgeul == 0 &amp;&amp; edgeur == 0 &amp;&amp; edgedr == 0) tsumuriState = TsumuriStates.OUTERUPRIGHTWALL;
if (edgeul == 1 &amp;&amp; edgedl == 0 &amp;&amp; edgeur == 0 &amp;&amp; edgedr == 0) tsumuriState = TsumuriStates.OUTERDOWNRIGHTWALL;
if (edgeur == 1 &amp;&amp; edgedl == 0 &amp;&amp; edgeul == 0 &amp;&amp; edgedr == 0) tsumuriState = TsumuriStates.OUTERDOWNLEFTWALL;
if (edgedr == 1 &amp;&amp; edgedl == 0 &amp;&amp; edgeul == 0 &amp;&amp; edgeur == 0) tsumuriState = TsumuriStates.OUTERUPLEFTWALL;
if (edgedl == 1 &amp;&amp; edgeul == 0 &amp;&amp; edgeur == 0 &amp;&amp; edgedr == 1) tsumuriState = TsumuriStates.BOTTOMFLOOR;
if (edgedl == 0 &amp;&amp; edgeul == 0 &amp;&amp; edgeur == 1 &amp;&amp; edgedr == 1) tsumuriState = TsumuriStates.RIGHTWALL;
if (edgedl == 0 &amp;&amp; edgeul == 1 &amp;&amp; edgeur == 1 &amp;&amp; edgedr == 0) tsumuriState = TsumuriStates.CEILING;
if (edgedl == 1 &amp;&amp; edgeul == 1 &amp;&amp; edgeur == 0 &amp;&amp; edgedr == 0) tsumuriState = TsumuriStates.LEFTWALL;
}
// falling
if (tsumuriState == TsumuriStates.FALLING &amp;&amp; falling == false) {
falling = true;
if(image_angle &gt; 270 || image_angle &lt; 90) xVel = 0.5 * facing;
if(image_angle &gt; 90 &amp;&amp; image_angle &lt; 270) xVel = -0.5 * facing;
alarm[0] = 1;
}
if (tsumuriDirection == 0) {
switch (tsumuriState){
case TsumuriStates.BOTTOMFLOOR:
case TsumuriStates.INNERDOWNRIGHTWALL:
case TsumuriStates.INNERDOWNLEFTWALL:
case TsumuriStates.OUTERUPRIGHTWALL:
case TsumuriStates.OUTERUPLEFTWALL: tsumuriDirection = facing; break;
case TsumuriStates.CEILING:
case TsumuriStates.INNERUPRIGHTWALL:
case TsumuriStates.INNERUPLEFTWALL:
case TsumuriStates.OUTERDOWNRIGHTWALL:
case TsumuriStates.OUTERDOWNLEFTWALL: tsumuriDirection = -facing; break;
}
}
// Move tsumuris according to their state
switch (tsumuriState){
case TsumuriStates.BOTTOMFLOOR:
angle = 0;
x += tsumuriDirection;
break;
case TsumuriStates.RIGHTWALL:
angle = 90;
y -= tsumuriDirection;
break;
case TsumuriStates.CEILING:
angle = 180;
x -= tsumuriDirection;
break;
case TsumuriStates.LEFTWALL:
angle = 270;
y += tsumuriDirection
break;
case TsumuriStates.INNERDOWNRIGHTWALL:
if (tsumuriDirection == 1) y -= 1;
if (tsumuriDirection == -1) x -= 1;
break;
case TsumuriStates.INNERUPRIGHTWALL:
if (tsumuriDirection == 1) x -= 1;
if (tsumuriDirection == -1) y += 1;
break;
case TsumuriStates.INNERUPLEFTWALL:
if (tsumuriDirection == 1) y += 1;
if (tsumuriDirection == -1) x += 1;
break;
case TsumuriStates.INNERDOWNLEFTWALL:
if (tsumuriDirection == 1) x += 1;
if (tsumuriDirection == -1) y -= 1;
break;
case TsumuriStates.OUTERUPRIGHTWALL:
if (tsumuriDirection == 1) y += 1;
if (tsumuriDirection == -1) x -= 1;
break;
case TsumuriStates.OUTERDOWNRIGHTWALL:
if (tsumuriDirection == 1) x -= 1;
if (tsumuriDirection == -1) y -= 1;
break;
case TsumuriStates.OUTERDOWNLEFTWALL:
if (tsumuriDirection == 1) y -= 1;
if (tsumuriDirection == -1) x += 1;
break;
case TsumuriStates.OUTERUPLEFTWALL:
if (tsumuriDirection == 1) x += 1;
if (tsumuriDirection == -1) y += 1;
break;
}
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>