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BitBlaster/objects/o_archer/Step_0.gml
2025-04-20 15:57:23 +03:00

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// Pause
if pause_movement() { exit; }
var _wall_collisions = true;
var _get_damaged = true;
// State machine
switch(state) {
case -1:
// Spawn from spawner
if image_alpha < 1 {
move_spd = 0;
image_alpha += fade_spd;
}
_wall_collisions = false;
_get_damaged = false;
if image_alpha >= 1 {
move_spd = spawn_spd;
if instance_exists(o_player) {
move_dir = point_direction(x, y, o_player.x, o_player.y);
}
}
if !place_meeting(x, y, o_wall) {
state = 0;
}
break;
case 0:
if instance_exists(o_player) {
move_dir = point_direction(x, y, o_player.x, o_player.y);
}
move_spd = chase_spd;
var _cam_left = camera_get_view_x(view_camera[0]);
var _cam_right = _cam_left + camera_get_view_width(view_camera[0]);
var _cam_top = camera_get_view_y(view_camera[0]);
var _cam_bottom = _cam_top + camera_get_view_height(view_camera[0]);
if bbox_right > _cam_left && bbox_left < _cam_right && bbox_bottom > _cam_top && bbox_top < _cam_bottom {
shoot_timer++
}
if shoot_timer > cooldown_time {
state = 1;
shoot_timer = 0;
}
break;
case 1:
if instance_exists(o_player) {
move_dir = point_direction(x, y, o_player.x, o_player.y);
}
move_spd = 0;
shoot_timer++;
if shoot_timer == 1 && hp > 0 {
// Create arrow
bullet_inst = instance_create_depth(x, y, depth, o_arrow);
}
if shoot_timer == charge_time && instance_exists(bullet_inst) && hp > 0 {
bullet_inst.image_angle = move_dir;
bullet_inst.state = 1;
}
if shoot_timer > charge_time + recover_time {
state = 0;
shoot_timer = 0;
}
break;
}
// Chasing
#region
x_speed = lengthdir_x(move_spd, move_dir);
y_speed = lengthdir_y(move_spd, move_dir);
// Wall collisons
if _wall_collisions == true {
if place_meeting(x + x_speed, y, o_wall) {
x_speed = 0;
}
if place_meeting(x, y + y_speed, o_wall) {
y_speed = 0;
}
}
if place_meeting(x + x_speed, y, o_parent_enemy) {
x_speed = 0;
}
if place_meeting(x, y + y_speed, o_parent_enemy) {
y_speed = 0;
}
if (!is_stopping) {
x += x_speed;
y += y_speed;
}
depth = -y;
#endregion
// Sprite controls
#region
// Check if the enemy is moving
var is_moving = (x_speed != 0 || y_speed != 0);
// Update animation based on movement
if state == 1 {
sprite_index = sprites[2];
} else if is_moving {
sprite_index = sprites[1]; // Walking animation
} else {
sprite_index = sprites[0]; // Idle animation
}
// Determine facing direction
if x_speed != 0 {
face = sign(x_speed);
} else {
if instance_exists(o_player) {
var _player_offset_x = o_player.x - x;
face = (_player_offset_x > 0) ? 1 : -1;
}
}
#endregion
is_dying(sprites[4]);
// Inherit the parent event
if _get_damaged {
event_inherited();
}