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 |
} |