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Dec 13th, 2019
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  1. @Initialize {
  2. renderStage;
  3. scrollStage;
  4.  
  5.  
  6. SetAutoDeleteObject(true); //automatically deletes object when THIS script ends
  7.  
  8. bossObj = ObjEnemy_Create(OBJ_ENEMY_BOSS);
  9. ObjEnemy_Regist(bossObj);
  10.  
  11. ObjMove_SetPosition(bossObj,182,200); //warps the boss
  12.  
  13. ObjMove_SetDestAtSpeed(bossObj,180,120,10); //movement function
  14.  
  15.  
  16.  
  17. LoadSound (spellcardSFX);
  18. LoadSound(bossdeathSFX);
  19. PlaySE(spellcardSFX);
  20. LoadSound(shootSFX);
  21.  
  22. mainTask;
  23.  
  24. }
  25.  
  26.  
  27.  
  28.  
  29. @MainLoop {
  30. bossX = ObjMove_GetX(bossObj);
  31. bossY = ObjMove_GetY(bossObj);
  32.  
  33. //enemy collision
  34. ObjEnemy_SetIntersectionCircleToShot(bossObj,bossX,bossY,24);
  35. ObjEnemy_SetIntersectionCircleToPlayer(bossObj,bossX,bossY,32);
  36.  
  37. if(count == 0){
  38. CreateOrb2(1, 64);
  39. CreateOrb2(-1, 64);
  40. }
  41. count++;
  42.  
  43. yield;
  44. }
  45.  
  46.  
  47.  
  48. task CreateOrb2(dir, dist) {
  49. wait(100);
  50. let objcount = 0; //counter to control firing of bullets and movement
  51. //obtain object ID
  52. let graphic = GetCurrentScriptDirectory() ~ "sprite/familiar.png"; //Define path
  53. let obj = ObjPrim_Create(OBJ_SPRITE_2D);
  54. ObjPrim_SetTexture(obj, graphic);
  55. ObjSprite2D_SetSourceRect(obj, 0, 0, 60, 53); //use whatever dimensions necessary
  56. ObjSprite2D_SetDestCenter(obj);
  57. //----
  58.  
  59. //ObjRender_SetBlendType(obj, BLEND_ALPHA);
  60. while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0) { //linked to the parent enemy's life
  61. ObjRender_SetPosition(obj, ObjMove_GetX(bossObj) + dir * dist,
  62. ObjMove_GetY(bossObj), 1);
  63. if (objcount % 20 == 0) { //control firing rate
  64. let curx = ObjRender_GetX(obj);
  65. let cury = ObjRender_GetY(obj);
  66. ascent(i in 0..36) {
  67. CreateShotA1(curx, cury, 2 + 2*sin(i * 8), 90 + 60*sin(i * 3) + objcount * 4 * dir, DS_RICE_S_RED, 0);
  68. CreateShotA1(curx, cury, 2 + 2*sin(i * 8), 90 - 60*sin(i * 3) + objcount * 4 * dir, DS_RICE_S_RED, 0);
  69. }
  70.  
  71. }
  72. objcount++;
  73. yield;
  74. }
  75. Obj_Delete(obj);
  76. }
  77.  
  78. task mainTask {
  79. renderBoss;
  80. renderBG;
  81. movement;
  82. TEnd;
  83. }
  84.  
  85. task movement {
  86.  
  87. loop {
  88. wait(60);
  89.  
  90.  
  91. }
  92. }
  93.  
  94. @Event {
  95. //boss health and timer
  96. alternative(GetEventType())
  97. case(EV_REQUEST_LIFE) {
  98. SetScriptResult(1800);
  99. }
  100. case(EV_REQUEST_TIMER) {
  101. SetScriptResult(70);
  102. }
  103.  
  104. }
  105.  
  106. @Finalize {
  107.  
  108. }
  109.  
  110.  
  111.  
  112.  
  113. function wait(w) { loop(w) { yield; } }
  114.  
  115.  
  116. task renderBoss {
  117. let dir;
  118. let speed;
  119.  
  120. //texture the boss and set the center
  121. ObjPrim_SetTexture(bossObj,imgBoss);
  122. ObjSprite2D_SetSourceRect(bossObj,0,0,77,100);
  123. ObjSprite2D_SetDestCenter(bossObj);
  124. ObjRender_SetScaleXYZ(bossObj,0.6,0.6,0);
  125.  
  126. while(!Obj_IsDeleted(bossObj)) {
  127. //when the boss is NOT deleted
  128.  
  129.  
  130. dir = ObjMove_GetAngle(bossObj);
  131. speed = ObjMove_GetSpeed(bossObj);
  132.  
  133. //animation handling
  134. if(speed == 0){
  135. ObjRender_SetAngleXYZ(bossObj,0,0,0);
  136. if(animFrame < 10) { ObjSprite2D_SetSourceRect(bossObj,12,0,65,68); }
  137. if(animFrame >= 20 && animFrame < 30) { ObjSprite2D_SetSourceRect(bossObj,68,0,115,68); }
  138. if(animFrame >= 30 && animFrame < 40) { ObjSprite2D_SetSourceRect(bossObj,115,0,160,68); }
  139. if(animFrame >= 50) { ObjSprite2D_SetSourceRect(bossObj,160,0,212,68); }
  140.  
  141.  
  142. animFrame2 = 0;
  143. }
  144. else if(cos(dir) < 0){
  145. ObjRender_SetAngleXYZ(bossObj,0,0,0); // flip vertical
  146. if(animFrame2 < 15) { ObjSprite2D_SetSourceRect(bossObj,210,0,263,68); }
  147. if(animFrame2 >= 15 && animFrame2 < 30) { ObjSprite2D_SetSourceRect(bossObj,259,0,313,68); }
  148. if(animFrame2 >= 30 && animFrame2 < 40){ ObjSprite2D_SetSourceRect(bossObj,210,0,263,68); }
  149. if(animFrame2 >= 40) { ObjSprite2D_SetSourceRect(bossObj,259,0,313,68); }
  150.  
  151. }
  152. else if(cos(dir) > 0){
  153. ObjRender_SetAngleXYZ(bossObj,0,180,0); // flip vertical
  154. if(animFrame2 < 15) { ObjSprite2D_SetSourceRect(bossObj,210,0,263,68); }
  155. if(animFrame2 >= 15 && animFrame2 < 30) { ObjSprite2D_SetSourceRect(bossObj,259,0,313,68); }
  156. if(animFrame2 >= 30 && animFrame2 < 40){ ObjSprite2D_SetSourceRect(bossObj,210,0,263,68); }
  157. if(animFrame2 >= 40) { ObjSprite2D_SetSourceRect(bossObj,259,0,313,68); }
  158. }
  159. animFrame++; // count animFrame. (++ is +1)
  160. animFrame2+=2; // count animFrame2.
  161. if(animFrame > 60) { animFrame = 0; } // reset animFrame when it is higher than 60.
  162. yield;
  163. }
  164. }
  165.  
  166.  
  167. function angleToPlayer {
  168. let dir = atan2(GetPlayerY-bossY,GetPlayerX-bossX);
  169. return dir;
  170. }
  171. task fire {
  172.  
  173. let angleT = angleToPlayer;
  174.  
  175. loop(13){
  176.  
  177.  
  178. }
  179. }
  180.  
  181.  
  182. task SnakePattern(obj, angleT){
  183. let wvel = 1;
  184. ascent(i in 0..12){
  185. ObjMove_AddPatternA2(obj, i * 30, ObjMove_GetSpeed(obj), angleT, 0.01, wvel, 3);
  186. wvel *= -1;
  187. }
  188. }
  189.  
  190. task TDrawLoop {
  191. let imgBoss = GetCurrentScriptDirectory() ~ "sprite/testsheet.png";
  192. ObjPrim_SetTexture(bossObj, imgBoss);
  193. ObjSprite2D_SetSourceRect(bossObj, 64, 1, 127, 64);
  194. ObjSprite2D_SetDestCenter(bossObj);
  195. }
  196. task TDrawLoopFamiliar(obj){
  197. let objFami = ObjPrim_Create(OBJ_SPRITE_2D);
  198. // things for getting it set up (SetTexture, SetRenderPriority, etc)
  199. let familiar = GetCurrentScriptDirectory() ~ "sprite/familiar.png";
  200. ObjPrim_SetTexture(objFami, familiar);
  201.  
  202. ObjSprite2D_SetSourceRect(bossObj, 64, 1, 127, 64);
  203. ObjSprite2D_SetDestCenter(bossObj);
  204. let animFrame = 0;
  205. let interval = 5;
  206. let x = 64;
  207. let y = 64;
  208.  
  209. while(!Obj_IsDeleted(obj)){
  210. // Set the position of the sprite to the position of the object you want to have a texture.
  211. ObjRender_SetPosition(objFami, ObjMove_GetX(obj), ObjMove_GetY(obj), 0);
  212.  
  213. if(animFrame < 15){
  214. ObjSprite2D_SetSourceRect(objFami, 0, 0, 60, 53);
  215. }
  216. if(animFrame >= 20 && animFrame < 25){
  217. ObjSprite2D_SetSourceRect(objFami, 60, 0, 120, 53);
  218. }
  219. if(animFrame >= 25 && animFrame < 30){
  220. ObjSprite2D_SetSourceRect(objFami, 120, 0, 180, 53);
  221. }
  222. if(animFrame >= 30){
  223. ObjSprite2D_SetSourceRect(objFami, 180, 0, 240, 53);
  224. }
  225. if(animFrame > 35){
  226. // Loop back to the start after 4 frames of animation
  227. animFrame = 0;
  228. }
  229. animFrame ++;
  230. yield;
  231. }
  232.  
  233. }
  234.  
  235.  
  236. task TEnd
  237. {
  238. while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0) {
  239. yield;
  240. }
  241.  
  242. Obj_Delete(bossObj);
  243. DeleteShotAll(TYPE_ALL, TYPE_ITEM);
  244. wait(20);
  245. CloseScript(GetOwnScriptID());
  246.  
  247. }
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