SpelunkyFan wiki

objects/oTombLord/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.

oTombLord's step event, 126 lines of GML.

// ==== action 0: lib 1 id 604: action_inherited() ====// ==== action 1: lib 1 id 603: code ====if ((x > view_xview[0]-36 and x < view_xview[0] + view_wview[0] and        y > view_yview[0]-36 and y < view_yview[0] + view_hview[0])){moveTo(xVel,yVel);yVel += myGrav;if (yVel > yVelLimit) yVel = yVelLimit;if (collision_point(x+16, y+16, oSolid, 0, 0)){    hp = 0;}if (hp < 1){    scrCreateBlood(x+14+rand(0,4), y+14+rand(0,4), 4);    repeat(4)    {        instance_create(x+14+rand(0,4), y+12+rand(0,6), oBone);    }    if (global.currLevel == 13) instance_create(x+16, y+16, oSceptre);    if (countsAsKill)    {        if (isRealLevel()) global.enemyKills[20] += 1;        global.tomblords += 1;        global.kills += 1;    }    instance_destroy();}if (isCollisionBottom(1) and status != STUNNED)    yVel = 0;if (attackTimer > 0) attackTimer -= 1;if (whipped > 0) whipped -= 1;    if (status == IDLE){    if (counter > 0) counter -= 1;        if (counter <= 0)    {        status = WALK;    }}else if (status == WALK){    if (counter > 0) counter -= 1;        if (facing == LEFT)    {        if (isCollisionLeft(1) or            (oPlayer1.x > x+16 and abs(oPlayer1.y-(y+32)) < 16 and counter == 0))        {            sprite_index = sTombLordTurnR;            status = TURN;            counter = 30;        }        else if (oPlayer1.x < x+16 and abs(oPlayer1.y-(y+16)) < 32 and attackTimer == 0)        {            status = ATTACK;            sprite_index = sTombLordAttackL;            image_index = 0;            xVel = 0;        }        else xVel = -1;    }    else if (facing == RIGHT)    {        if (isCollisionRight(1) or            (oPlayer1.x < x+16 and abs(oPlayer1.y-(y+32)) < 16 and counter == 0))        {            sprite_index = sTombLordTurnL;            status = TURN;            counter = 30;        }        else if (oPlayer1.x > x+16 and abs(oPlayer1.y-(y+16)) < 32 and attackTimer == 0)        {            status = ATTACK;            sprite_index = sTombLordAttackR;            image_index = 0;            xVel = 0;        }        else xVel = 1;    }}else if (status == TURN){    xVel = 0;}else if (status == ATTACK){    xVel = 0;    image_speed = 0.5;    attackTimer = 100;    if (image_index >= 7 and image_index <= 12)    {        if (facing == LEFT)        {            obj = instance_create(x+8, y+12+rand(0,4), oFly);            obj.xVel = -rand(3,5);        }        else        {            obj = instance_create(x+24, y+12+rand(0,4), oFly);            obj.xVel = rand(3,5);        }    }}else if (status >= STUNNED) status = WALK;if (isCollisionSolid())    y -= 2;if (facing == LEFT){       if (status == WALK) sprite_index = sTombLordWalkL;    else if (status == IDLE) sprite_index = sTombLordLeft;}if (facing == RIGHT){       if (status == WALK) sprite_index = sTombLordWalkR;    else if (status == IDLE) sprite_index = sTombLordRight;}}