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Oct 23rd, 2019
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  1. dir = sign(image_xscale)
  2. onground = (place_meeting(x,y+1,o_wall)) && sign(vsp) = 1
  3. bump_wall = (place_meeting(x*dir + 10,y,o_wall))
  4. scr_collide()
  5.  
  6.  
  7. if damage_frames <0 damage_frames = 0;
  8.  
  9. switch (state)
  10. {
  11. case enemy_state.idling:
  12. hit = false
  13. sprite_index = spr_enemy_idle
  14. idling_wait++
  15. if idling_wait >= 60
  16. {
  17. turn = turn * -1
  18. turn_around = true
  19. state = enemy_state.patrol
  20. }; break;
  21.  
  22. case enemy_state.patrol:
  23. hit = false
  24. hsp = 0
  25. sprite_index = spr_enemy;
  26. idling_wait = 0;
  27.  
  28.  
  29. if bump_wall
  30. {
  31. if turn_around = false
  32. {
  33. state = enemy_state.idling
  34. }
  35. turn_around = false
  36. }
  37. else hsp = turn * walksp
  38. break;
  39.  
  40. case enemy_state.damage:
  41. sprite_index = spr_enemy_pain
  42.  
  43. if hit = false
  44. {
  45. if !onground {hsp = 7 * -dir;}
  46. vsp = -10
  47. hit = true
  48. }
  49. damage_frames --;
  50. if damage_frames <= 0 state = enemy_state.idling; break;
  51.  
  52. case enemy_state.dead:
  53.  
  54. instance_destroy(); break
  55.  
  56. }
  57.  
  58. if hit_points = 0 state = enemy_state.dead
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