1 |
depth = (-y) |
2 |
if (global.player_sprites == "steamworkslava") |
3 |
{ |
4 |
palette_index = 3 |
5 |
shader_on = true |
6 |
} |
7 |
else if (global.player_sprites == "normal") |
8 |
shader_on = false |
9 |
if (obj_pl.yprevious != obj_pl.y || obj_pl.xprevious != obj_pl.x) |
10 |
{ |
11 |
npc_move_current = clamp((npc_move_current + 1), 0, npc_move_delay_max) |
12 |
x_new[npc_move_current] = obj_pl.x |
13 |
y_new[npc_move_current] = obj_pl.y |
14 |
dir_new[npc_move_current] = obj_pl.direction |
15 |
if (abs(obj_pl.yprevious - obj_pl.y) >= 5 || abs(obj_pl.xprevious - obj_pl.x) >= 5) |
16 |
sprinting_new[npc_move_current] = true |
17 |
else |
18 |
sprinting_new[npc_move_current] = false |
19 |
} |
20 |
if (npc_move_current >= npc_move_delay_max) |
21 |
{ |
22 |
npc_move_current = clamp((npc_move_current - 1), 0, npc_move_delay_max) |
23 |
x = x_new[1] |
24 |
y = y_new[1] |
25 |
follower_idle = false |
26 |
switch dir_new[1] |
27 |
{ |
28 |
case 0: |
29 |
if (sprinting_new[1] == true) |
30 |
sprite_index = right_sprite_run |
31 |
else |
32 |
sprite_index = right_sprite |
33 |
break |
34 |
case 90: |
35 |
if (sprinting_new[1] == true) |
36 |
sprite_index = up_sprite_run |
37 |
else |
38 |
sprite_index = up_sprite |
39 |
break |
40 |
case 180: |
41 |
if (sprinting_new[1] == true) |
42 |
sprite_index = left_sprite_run |
43 |
else |
44 |
sprite_index = left_sprite |
45 |
break |
46 |
case 270: |
47 |
if (sprinting_new[1] == true) |
48 |
sprite_index = down_sprite_run |
49 |
else |
50 |
sprite_index = down_sprite |
51 |
break |
52 |
} |
53 |
|
54 |
image_speed = 0.2 |
55 |
if (sprinting_new[1] == true) |
56 |
image_speed = 0.3 |
57 |
for (var i = 0; i < npc_move_delay_max; i++) |
58 |
{ |
59 |
x_new[i] = x_new[(i + 1)] |
60 |
y_new[i] = y_new[(i + 1)] |
61 |
dir_new[i] = dir_new[(i + 1)] |
62 |
sprinting_new[i] = sprinting_new[(i + 1)] |
63 |
} |
64 |
} |
65 |
else |
66 |
{ |
67 |
follower_idle = true |
68 |
switch dir_new[1] |
69 |
{ |
70 |
case 0: |
71 |
sprite_index = right_sprite_idle |
72 |
break |
73 |
case 90: |
74 |
sprite_index = up_sprite_idle |
75 |
break |
76 |
case 180: |
77 |
sprite_index = left_sprite_idle |
78 |
break |
79 |
case 270: |
80 |
sprite_index = down_sprite_idle |
81 |
break |
82 |
} |
83 |
|
84 |
} |
85 |
if (npc_reset == true) |
86 |
{ |
87 |
event_perform(ev_create, 0) |
88 |
var player_distance = (point_distance(x, y, obj_pl.x, obj_pl.y)) / 10 |
89 |
player_distance = clamp(player_distance, 1, 999) |
90 |
for (i = npc_move_delay_max; i > 0; i--) |
91 |
{ |
92 |
x_new[i] = x + (sign(obj_pl.x - x)) * (i * player_distance) |
93 |
y_new[i] = y + (sign(obj_pl.y - y)) * (i * player_distance) |
94 |
if (abs(point_distance(x, y, x_new[npc_move_delay_max], y)) > abs(point_distance(x, y, x, y_new[npc_move_delay_max]))) |
95 |
{ |
96 |
if (obj_pl.x > x) |
97 |
dir_new[i] = 0 |
98 |
else |
99 |
dir_new[i] = 180 |
100 |
} |
101 |
else if (obj_pl.y > y) |
102 |
dir_new[i] = 270 |
103 |
else |
104 |
dir_new[i] = 90 |
105 |
npc_move_current += 1 |
106 |
} |
107 |
npc_reset = false |
108 |
} |
109 |
if (follower_idle == true) |
110 |
{ |
111 |
if (instance_exists(obj_dialogue) && is_talking == true) |
112 |
{ |
113 |
if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current])) |
114 |
{ |
115 |
image_speed = 0 |
116 |
image_index = 0 |
117 |
} |
118 |
else |
119 |
image_speed = 0.2 |
120 |
} |
121 |
else |
122 |
{ |
123 |
image_speed = 0 |
124 |
image_index = 0 |
125 |
is_talking = false |
126 |
} |
127 |
} |