| 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 |
{ |
| 9 |
shader_on = false; |
| 10 |
} |
| 11 |
if (obj_pl.yprevious != obj_pl.y || obj_pl.xprevious != obj_pl.x) |
| 12 |
{ |
| 13 |
npc_move_current = clamp(npc_move_current + 1, 0, npc_move_delay_max); |
| 14 |
x_new[npc_move_current] = obj_pl.x; |
| 15 |
y_new[npc_move_current] = obj_pl.y; |
| 16 |
dir_new[npc_move_current] = obj_pl.direction; |
| 17 |
if (abs(obj_pl.yprevious - obj_pl.y) >= 5 || abs(obj_pl.xprevious - obj_pl.x) >= 5) |
| 18 |
sprinting_new[npc_move_current] = true; |
| 19 |
else |
| 20 |
sprinting_new[npc_move_current] = false; |
| 21 |
} |
| 22 |
if (npc_move_current >= npc_move_delay_max) |
| 23 |
{ |
| 24 |
npc_move_current = clamp(npc_move_current - 1, 0, npc_move_delay_max); |
| 25 |
x = x_new[1]; |
| 26 |
y = y_new[1]; |
| 27 |
follower_idle = false; |
| 28 |
switch (dir_new[1]) |
| 29 |
{ |
| 30 |
case 0: |
| 31 |
if (sprinting_new[1] == true) |
| 32 |
sprite_index = right_sprite_run; |
| 33 |
else |
| 34 |
sprite_index = right_sprite; |
| 35 |
break; |
| 36 |
case 90: |
| 37 |
if (sprinting_new[1] == true) |
| 38 |
sprite_index = up_sprite_run; |
| 39 |
else |
| 40 |
sprite_index = up_sprite; |
| 41 |
break; |
| 42 |
case 180: |
| 43 |
if (sprinting_new[1] == true) |
| 44 |
sprite_index = left_sprite_run; |
| 45 |
else |
| 46 |
sprite_index = left_sprite; |
| 47 |
break; |
| 48 |
case 270: |
| 49 |
if (sprinting_new[1] == true) |
| 50 |
sprite_index = down_sprite_run; |
| 51 |
else |
| 52 |
sprite_index = down_sprite; |
| 53 |
break; |
| 54 |
} |
| 55 |
image_speed = 0.2; |
| 56 |
if (sprinting_new[1] == true) |
| 57 |
image_speed = 0.3; |
| 58 |
for (var i = 0; i < npc_move_delay_max; i++) |
| 59 |
{ |
| 60 |
x_new[i] = x_new[i + 1]; |
| 61 |
y_new[i] = y_new[i + 1]; |
| 62 |
dir_new[i] = dir_new[i + 1]; |
| 63 |
sprinting_new[i] = sprinting_new[i + 1]; |
| 64 |
} |
| 65 |
} |
| 66 |
else |
| 67 |
{ |
| 68 |
follower_idle = true; |
| 69 |
switch (dir_new[1]) |
| 70 |
{ |
| 71 |
case 0: |
| 72 |
sprite_index = right_sprite_idle; |
| 73 |
break; |
| 74 |
case 90: |
| 75 |
sprite_index = up_sprite_idle; |
| 76 |
break; |
| 77 |
case 180: |
| 78 |
sprite_index = left_sprite_idle; |
| 79 |
break; |
| 80 |
case 270: |
| 81 |
sprite_index = down_sprite_idle; |
| 82 |
break; |
| 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 (var 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 |
{ |
| 103 |
dir_new[i] = 270; |
| 104 |
} |
| 105 |
else |
| 106 |
{ |
| 107 |
dir_new[i] = 90; |
| 108 |
} |
| 109 |
npc_move_current += 1; |
| 110 |
} |
| 111 |
npc_reset = false; |
| 112 |
} |
| 113 |
if (follower_idle == true) |
| 114 |
{ |
| 115 |
if (instance_exists(obj_dialogue) && is_talking == true) |
| 116 |
{ |
| 117 |
if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current])) |
| 118 |
{ |
| 119 |
image_speed = 0; |
| 120 |
image_index = 0; |
| 121 |
} |
| 122 |
else |
| 123 |
{ |
| 124 |
image_speed = 0.2; |
| 125 |
} |
| 126 |
} |
| 127 |
else |
| 128 |
{ |
| 129 |
image_speed = 0; |
| 130 |
image_index = 0; |
| 131 |
is_talking = false; |
| 132 |
} |
| 133 |
} |