SpelunkyFan wiki

objects/oShopkeeper/collision_oCharacter.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.

oShopkeeper's collision oCharacter event, 77 lines of GML.

if (status == IDLE or status == FOLLOW or status == STUNNED or status == DEAD or hp < 1 or other.dead or other.stunned or abs(other.x-(x+8)) > 8){    // do nothing}else if (not other.dead and not other.stunned and (other.state == 15 or other.state == 16) and other.y < y+5 and not other.swimming){    if (status < STUNNED)    {        other.yVel=-6-0.2*other.yVel        if (global.hasSpikeShoes) { hp -= (3 * ceil(other.fallTimer/16)); instance_create(other.x, other.y+8, oBlood); }        else hp -= (1 * ceil(other.fallTimer/16));        other.fallTimer = 0;        status = STUNNED;        counter = stunTime;        yVel = -6;        if (other.x < x+8) xVel += 1;        else xVel -= 1;        image_speed = 0.5;        playSound(global.sndHit);    }}else if (other.invincible == 0 and status < STUNNED){    if (collision_point(x+8, y-4, oSolid, 0, 0))    {        other.blink = 30;        other.invincible = 30;        if (other.x < x)            other.xVel = -6;        else            other.xVel = 6;        instance_create(other.x, other.y, oBlood);            if (global.plife > 0)        {            global.plife -= 1;            if (global.plife <= 0 and isRealLevel()) global.enemyDeaths[19] += 1;        }        playSound(global.sndHurt);    }    else if (status != THROW)    {        status = THROW;        xVel = 0;        if (other.x > x+8)        {            facing = RIGHT;            sprite_index = sShopThrowL;            other.x = x;            other.y = y;            other.yVel = -6;            other.xVel = 6;        }        else        {            facing = LEFT;            sprite_index = sShopThrowL;            other.x = x + 16;            other.y = y;            other.yVel = -6;            other.xVel = -6;        }                other.stunned = true;        other.bounced = false;        other.wallHurt = 1;                with other        {            if (holdItem)            {                if (holdItem.type == "Gold Idol") holdItem.y -= 8;                scrDropItem(xVel, yVel);            }        }        }}