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default.bas
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default.bas
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Dim STAGE_COMPLETE
Sub Init_Default()
'Enemy Hit
num_enemies = 0
'Guard
For i = 0 to MAX_GUARDS-1
guard_alive[i] = 0
guard_actor[i] = -1
guard_action[i] = 0
guard_action_time[i] = 0
guard_action_lock[i] = 0
guard_action_status[i] = 0
guard_distance[i] = 0
guard_health[i] = 0
guard_weapon_actor[i] = 0
guard_death_actor[i] = 0
guard_enemy[i] = 0
Next
guard_axe_attack = 1
guard_walk_speed = 2
guard_travel_distance = 20
'Hovers
For i = 0 to MAX_HOVERS-1
hover_alive[i] = 0
hover_actor[i] = -1
hover_action[i] = 0
hover_action_time[i] = 0
hover_action_lock[i] = 0
hover_action_status[i] = 0
hover_distance[i] = 0
hover_health[i] = 0
hover_weapon_actor[i] = -1
hover_death_actor[i] = 0
hover_direction[i] = 0
hover_ball_splash[i] = 0
hover_ball_splash_timer[i] = 0
hover_enemy[i] = 0
Next
hover_ball_attack = 1
hover_speed = 2
hover_travel_distance = 260
If hover_sound > 0 Then
If SoundExists(hover_sound) Then
DeleteSound(hover_sound)
End If
End If
hover_sound = -1
hover_sound_isplaying = false
'CLAW
For i = 0 to MAX_CLAWS-1
claw_alive[i] = 0
claw_actor[i] = -1
claw_action[i] = 0
claw_action_time[i] = 0
claw_action_lock[i] = 0
claw_action_status[i] = 0
Next
'M1
For i = 0 to MAX_M1S-1
m1_alive[i] = 0
m1_actor[i] = -1
m1_action[i] = 0
m1_action_time[i] = 0
m1_action_lock[i] = 0
m1_action_status[i] = 0
Next
m1_bullet_speed = 4
m1_bullet_attack = 1
m1_walk_speed = 2
m1_travel_distance = 20
'Grenguy
For i = 0 to MAX_GRENS-1
gren_alive[i] = 0
gren_actor[i] = -1
gren_action[i] = 0
gren_action_time[i] = 0
gren_action_lock[i] = 0
gren_action_status[i] = 0
Next
gren_bullet_speed = 4
gren_bullet_attack = 1
gren_walk_speed = 2
gren_travel_distance = 20
'Bitwalker
For i = 0 to MAX_BITWALKERS-1
bitwalker_alive[i] = 0
bitwalker_actor[i] = -1
bitwalker_action[i] = 0
bitwalker_action_time[i] = 0
bitwalker_action_lock[i] = 0
bitwalker_action_status[i] = 0
Next
bitwalker_bullet_speed = 4
bitwalker_bullet_attack = 1
bitwalker_walk_speed = 2
bitwalker_travel_distance = 20
'Skull Wheel
For i = 0 to MAX_SKWS-1
skw_alive[i] = 0
skw_actor[i] = -1
skw_action[i] = 0
Next
'Forest Boss
boss_alive = 0
boss_actor = 0
boss_action = 0
boss_action_time = 0
boss_action_lock = 0
boss_action_status = 0
boss_distance = 0
boss_health = 0
boss_weapon1_actor = 0
boss_weapon2_actor = 0
boss_weapon3_actor = 0
boss_weapon4_actor = 0
boss_death_actor = 0
boss_walk_speed = 0
boss_weapon1_attack = 0
boss_weapon2_attack = 0
boss_weapon3_attack = 0
boss_weapon4_attack = 0
boss_stun_timer = 0
boss_weapon1_attack = 1
boss_weapon2_attack = 1
boss_walk_speed = 2
boss_travel_distance = 20
boss_pattern = 0
boss_step = 0
boss_attribute1 = 0
For i = 0 to 199
boss_projectile1[i]
boss_projectile1_hit[i]
Next
boss_projectile1_count = 0
boss_projectile1_numActive = 0
boss_projectile1_flag = 0
boss_projectile1_gz_hit = 0
boss_action_split = 0
boss_enemy = 0
End Sub
Sub Reset_Default()
'Enemy Hit
num_enemies = 0
'Guard
For i = 0 to MAX_GUARDS-1
If guard_actor[i] >= 0 Then
guard_alive[i] = True
guard_health[i] = 8
Actor_SetActive(guard_actor[i], True)
g_actor = guard_actor[i]
g_action = GUARD_ACTION_STAND_LEFT
Select Case Sprite_Animation_Name$[ Actor_Sprite[g_actor], Actor_CurrentAnimation[g_actor] ]
Case "stand_right"
g_action = GUARD_ACTION_STAND_RIGHT
Case "walk_right"
g_action = GUARD_ACTION_WALK_RIGHT
Case "stand_left"
g_action = GUARD_ACTION_STAND_LEFT
Case "walk_left"
g_action = GUARD_ACTION_WALK_LEFT
End Select
guard_action[i] = g_action
End If
Next
'Hovers
For i = 0 to MAX_HOVERS-1
If hover_actor[i] >= 0 Then
hover_alive[i] = 0
hover_health[i] = 2
hover_enemy[i] = -1
Actor_SetActive(hover_actor[i], True)
hover_action[i] = HOVER_ACTION_STILL
End If
Next
'CLAW
For i = 0 to MAX_CLAWS-1
If claw_actor[i] >= 0 Then
claw_alive[i] = True
claw_health[i] = 4
claw_enemy[i] = -1
Actor_SetActive(claw_actor[i], True)
claw_action[i] = CLAW_ACTION_STAND_LEFT
End If
Next
'M1
For i = 0 to MAX_M1S-1
If m1_actor[i] >= 0 Then
m1_alive[i] = True
m1_health[i] = 8
m1_enemy[i] = -1
Actor_SetActive(m1_actor[i], True)
Actor_SetAnimationByName(m1_actor[i], "STAND_LEFT")
m1_action[i] = M1_ACTION_STAND_LEFT2
For n = 0 to MAX_M1_BULLETS-1
Actor_SetAnimationByName(m1_weapon_actor[i, n], "LEFT")
Actor_SetAnimationFrame(m1_weapon_actor[i, n], 0)
Actor_SetActive(m1_weapon_actor[i,n], false)
Actor_SetLayer(m1_weapon_actor[i, n], 2)
Actor_Physics[m1_weapon_actor[i, n]] = True
Next
End If
Next
'Grenguy
For i = 0 to MAX_GRENS-1
If gren_actor[i] >= 0 Then
gren_alive[i] = True
gren_health[i] = 12
gren_enemy[i] = -1
Actor_SetActive(gren_actor[i], True)
gren_action[i] = GREN_ACTION_STAND_LEFT
End If
Next
'Bitwalker
For i = 0 to MAX_BITWALKERS-1
If bitwalker_actor[i] >= 0 Then
bitwalker_alive[i] = True
bitwalker_health[i] = 12
bitwalker_enemy[i] = -1
Actor_SetActive(bitwalker_actor[i], True)
bitwalker_action[i] = BITWALKER_ACTION_STAND_LEFT
bitwalker_start_action[i] = BITWALKER_ACTION_STAND_LEFT
For n = 0 to MAX_BITWALKER_BULLETS-1
If bitwalker_weapon_actor[i, n] >= 0 Then
Actor_SetAnimationByName(bitwalker_weapon_actor[i, n], "RISE_LEFT")
Actor_SetAnimationFrame(bitwalker_weapon_actor[i, n], 0)
Actor_SetActive(bitwalker_weapon_actor[i,n], false)
Actor_SetLayer(bitwalker_weapon_actor[i, n], 2)
Actor_Physics[bitwalker_weapon_actor[i, n]] = False
Actor_Persistent[ bitwalker_weapon_actor[i, n] ] = True
End If
Next
End If
Next
'Skull Wheel
For i = 0 to MAX_SKWS-1
If skw_actor[i] >= 0 Then
skw_alive[i] = True
skw_health[i] = 9
skw_enemy[i] = -1
Actor_SetActive(skw_actor[i], True)
skw_action[i] = SKW_ACTION_MOVE_LEFT
End If
Next
End Sub