objects/oBasketball/step.gml
From spelunky.gmk, Spelunky Classic 1.1's source, © 2008, 2009 Derek Yu and Mossmouth, LLC, shown whole under the Spelunky User License v1.1b. Extracted by spelunky.ai's tools, an unofficial fan project, one file per script or event; the // ==== lines are the extractor's, naming each action of the event. Some scripts are others' work that Derek Yu credits in the source's readme.txt: Martin Piecyk's platform engine, ChevyRay's view scaling scripts and tsg1zzn's Super Sound System.
oBasketball's step event, 59 lines of GML.
// ==== action 0: lib 1 id 604: action_inherited() ====// ==== action 1: lib 1 id 603: code ====if (colLeft or colRight) wallBounce = true;else if (colBot) wallBounce = false;if (collision_rectangle(x-1, y+4, x+1, y+5, oRimDeflect, 0, 0) and not goingIn and bounces < 40){ yVel = -yVel * 0.8; obj = instance_nearest(x, y, oRimDeflect); if (x < (obj.x+8) and abs((obj.x+8)-x) > 7) { xVel = -2; yVel = -0.5; } else if (x > (obj.x+8) and abs((obj.x+8)-x) > 7) { xVel = 2; yVel = -0.5; } else if (abs((obj.x+8)-x) < 4) { if (x < (obj.x+8)) xVel = 1; else xVel = -0.2; yVel = -0.5; } bounces += 10;}if (bounces > 0) bounces -= 1;if (collision_point(x, y, oRim, 0, 0)){ if (not goingIn and (yVel > 0 or (held and oPlayer1.state == 16))) { with oMoonRoom { alarm[0] = 20; } xVel = 0; yVel = 0; goingIn = true; obj = instance_nearest(x, y, oBasket); obj.sprite_index = sBasketSwoosh; obj.image_index = 0; if (held) { oMoonRoom.baskets += 1; oPlayer1.holdItem = false; } else if (wallBounce) { oMoonRoom.baskets += 3; } else oMoonRoom.baskets += 2; held = false; }}else goingIn = false;if (held and collision_point(x, y+6, oSolid, 0, 0)) sprite_index = sDribble;else sprite_index = sBasketball;