SpelunkyFan wiki

objects/oSkeleton/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.

oSkeleton's step event, 96 lines of GML.

// ==== action 0: lib 1 id 604: action_inherited() ====// ==== action 1: lib 1 id 603: code ====if ((x > view_xview[0]-20 and x < view_xview[0] + view_wview[0]+4 and        y > view_yview[0]-20 and y < view_yview[0] + view_hview[0]+4)){moveTo(xVel,yVel);yVel += myGrav;if (yVel > yVelLimit) yVel = yVelLimit;if (collision_point(x+8, y+8, oSolid, 0, 0)){    hp = 0;}if (hp < 1){    for (i = 0; i < 3; i += 1)    {        instance_create(other.x+8, other.y+8, oBone);    }    skull = instance_create(other.x+8, other.y+8, oSkull);    skull.yVel = -rand(1,3);    skull.xVel = rand(0,3)-rand(0,3);    if (countsAsKill)    {        if (isRealLevel()) global.enemyKills[5] += 1;        global.skeletons += 1;        global.kills += 1;    }    instance_destroy();}if (isCollisionBottom(1) and status != STUNNED)    yVel = 0;if (status == IDLE){    if (counter > 0) counter -= 1;        if (counter == 0)    {        // facing = rand(0,1);        status = WALK;    }}else if (status == WALK){    colLeft = false;    colRight = false;    if (isCollisionLeft(1)) colLeft = true;    if (isCollisionRight(1)) colRight = true;        if (isCollisionLeft(4) and isCollisionRight(4))    {        // do nothing    }    else if (colLeft or colRight)    {        if (facing == LEFT) facing = RIGHT;        else facing = LEFT;    }    /*    if (facing == LEFT and not collision_point(x-1, y, oSolid, -1, -1) and        not collision_point(x-1, y+16, oSolid, -1, -1))    {        facing = RIGHT;    }    else if (facing == RIGHT and not collision_point(x+16, y, oSolid, -1, -1) and             not collision_point(x+16, y+16, oSolid, -1, -1))    {        facing = LEFT;    }    */        if (facing == LEFT) xVel = -1;    else xVel = 1;        /*    if (rand(1,100) == 1)    {        status = IDLE;        counter = rand(20,50);        xVel = 0;    }    */}if (isCollisionSolid())    y -= 2;if (status != STUNNED){    if (status == WALK) sprite_index = sSkeletonWalkLeft;    else sprite_index = sSkeletonLeft;}}