const int NPC_MISC_ORIGTILE = 0; //Index for NPC`s Misc array for Npc`s real original tile chosen in Enemy Editor
const int NPC_MISC_OLDX = 1; //Index for NPC`s Misc array for Npc`s X coordinate in previous frame.
const int NPC_MISC_OLDY = 2; //Index for NPC`s Misc array for Npc`s Y coordinate in previous frame.
const int NPC_MISC_HALTCOUNTER = 3; //Index for NPC`s Misc array for Npc`s halt counter
ffc script BigEnemyDX{
void run(int EnemyNum, int Width, int Height, int XDraw, int YDraw, int XHit, int YHit, int animoverride){
Waitframes(4);
npc Boss = Screen->LoadNPC(EnemyNum);
Boss->HitWidth = Width;
Boss->HitHeight = Height;
if (Width >=16){
Boss->Extend=3;
Boss->TileWidth = Width/16;
}
if (Height>=16){
Boss->Extend=3;
Boss->TileHeight = Height/16;
}
Boss->DrawXOffset = XDraw;
Boss->DrawYOffset = YDraw;
Boss->HitXOffset = XHit;
Boss->HitYOffset = YHit;
Boss->Misc[NPC_MISC_ORIGTILE] = Boss->OriginalTile;
while (Boss->isValid()){
CustomAnimation(Boss, animoverride);
Waitframe();
}
}
}
//Used to determine animation direction for facing Link
int FaceLink (npc b){
if (IsSideview()){
if (b->X > CenterLinkX()) return DIR_LEFT;
else return DIR_RIGHT;
}
else{
int LX = CenterLinkX();
int LY = CenterLinkY();
int BX = CenterX(b);
int BY = CenterY(b);
int vector = Angle(LX,LY,BX,BY);
if (Abs(vector)>135){
return DIR_RIGHT;
}
else if (Abs(vector)>45){
if (vector > 0) return DIR_UP;
else return DIR_DOWN;
}
else return DIR_LEFT;
}
}
//Defines custom animation. Call this function every frame to prevent glitching tiles.
void CustomAnimation(npc b, int animflags){
if ((animflags&1) == 0) return; //Custom animation was not enabled.
if (b->Attributes[11] > 0) return; //Stay away from ghosted enemies.
int OrigTileOffset = b->TileHeight * 20; //Find incremental for BigEnemy`s OriginalTile offset
float HaltThreshold = 100/(b->Step); //Find out the threshold used to detect whether the enemy is halting.
if (HaltThreshold==0) HaltThreshold = 1; //Set the threshold for fast enemies
int andir=0; //Direction the enemy is facing. Not the npc->Dir!
int HaltTileOffset=0; //Tile offset used for "firing"animation
int OrigTile = b->Misc[NPC_MISC_ORIGTILE]; //The actual original tile of enemy.
// /!\ Must be recorded on enemy initialization
int OldX = b->Misc[NPC_MISC_OLDX]; //Enemy`s X coordinate on previous frame.
int OldY = b->Misc[NPC_MISC_OLDY]; //Enemy`s Y coordinate on previous frame.
if ((animflags&4)>0) andir = FaceLink(b); //Always face Link if approriate flag is used
else andir = b->Dir; //Otherwise, use npc->Dir
if ((animflags&8)>0){ //Firing animation is used?
if ((b->X == OldX)&&(b->Y==OldY)&&(OldX==GridX(OldX))&&(OldY==GridY(OldY))){ //Main halting detection check. Not perfect. :-(
b->Misc[NPC_MISC_HALTCOUNTER]++; //Update halt counter
if (b->Misc[NPC_MISC_HALTCOUNTER]>HaltThreshold){
if ((animflags&2)>0) HaltTileOffset= OrigTileOffset*8; //Check diagonal allowance flag
else HaltTileOffset= OrigTileOffset*4; //And set tile offset accordingly.
if (b->Misc[NPC_MISC_HALTCOUNTER] >= 24) HaltTileOffset *= 2;
}
}
else b->Misc[NPC_MISC_HALTCOUNTER] = 0; //Reset halt counter
}
b->Misc[NPC_MISC_OLDX] = b->X; //Update old coordinates
b->Misc[NPC_MISC_OLDY] = b->Y;
b->OriginalTile = OrigTile + HaltTileOffset+ (OrigTileOffset * andir); //And, finally, set npc`s Original Tile
//debugValue(1, (b->Misc[NPC_MISC_HALTCOUNTER]));
//debugValue(2, HaltThreshold);
}