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AM2Rogue/Export_Code/gml_Object_oMeboid_Step_0.gml

121 lines
3.3 KiB

enemy_active_check(30)
enemy_target_check(120, 1)
CollisionTop = collision_line((x - 8), (y - 7), (x + 8), (y - 7), oSolid, true, true)
if (CollisionTop == noone)
CollisionTop = collision_line((x - 8), (y - 7), (x + 8), (y - 7), oEnemySolid, true, true)
CollisionRight = collision_line((x + 9), (y + 6), (x + 9), (y - 6), oSolid, true, true)
if (CollisionRight == noone)
CollisionRight = collision_line((x + 9), (y + 6), (x + 9), (y - 6), oEnemySolid, true, true)
CollisionLeft = collision_line((x - 9), (y - 6), (x - 9), (y + 6), oSolid, true, true)
if (CollisionLeft == noone)
CollisionLeft = collision_line((x - 9), (y - 6), (x - 9), (y + 6), oEnemySolid, true, true)
CollisionBottom = collision_line((x - 8), (y + 7), (x + 8), (y + 7), oSolid, true, true)
if (CollisionBottom == noone)
CollisionBottom = collision_line((x - 8), (y + 7), (x + 8), (y + 7), oEnemySolid, true, true)
if (active == 1 && frozen == 0)
{
if (state == 0)
{
accelx = 0.02
accely = 0.02
maxspx = 0.6
maxspy = 0.5
if (point_distance(x, y, targetx, targety) < 10)
{
currtgt += 1
if (tgtx[currtgt] == startx && tgty[currtgt] == starty)
currtgt = 0
targetx = tgtx[currtgt]
targety = tgty[currtgt]
}
if (point_distance(x, y, oCharacter.x, oCharacter.y) < 64 && statetime > 120)
{
state = 1
statetime = 0
}
}
if (state == 1)
{
accelx = 0.1
accely = 0.05
maxspx = 1.5
maxspy = 1
targetx = oCharacter.x
targety = (oCharacter.y - 8)
if (statetime >= 300)
{
state = 0
statetime = 0
}
}
if (targetx > x)
hspeed += accelx
if (targetx < x)
hspeed -= accelx
if (targety > y)
vspeed += accely
if (targety < y)
vspeed -= accely
hspeed = min(hspeed, maxspx)
hspeed = max(hspeed, (-maxspx))
vspeed = min(vspeed, maxspy)
vspeed = max(vspeed, (-maxspy))
if inwater
speed = 0.7
if (CollisionTop != oTestKeys)
{
if instance_exists(CollisionTop)
{
if (vspeed < 0 && CollisionTop.depth != 10)
{
vspeed *= -1
shaking = 1
}
}
}
if (CollisionBottom != oTestKeys)
{
if instance_exists(CollisionBottom)
{
if (vspeed > 0 && CollisionBottom.depth != 10)
{
vspeed *= -1
shaking = 1
}
}
}
if (CollisionLeft != oTestKeys)
{
if instance_exists(CollisionLeft)
{
if (hspeed < 0 && CollisionLeft.depth != 10)
{
hspeed *= -1
shaking = 1
}
}
}
if (CollisionRight != oTestKeys)
{
if instance_exists(CollisionRight)
{
if (hspeed > 0 && CollisionRight.depth != 10)
{
hspeed *= -1
shaking = 1
}
}
}
if (shaking > 0)
image_speed = 1
else if (image_speed > 0.25)
image_speed -= 0.05
}
else
speed = 0
if (state == 100)
enemy_death()
if (shaking > 0)
shaking -= 1
event_inherited()