SpelunkyFan wiki

objects/oVampire/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.

oVampire's collision oCharacter event, 41 lines of GML.

if (abs(other.x-(x+8)) > 8){    // do nothing}else if (not other.dead and (other.state == 15 or other.state == 16) and other.y < y+5 and not other.swimming){    // Jumped on    if (status < STUNNED)    {        other.yVel=-6-0.2*other.yVel        if (global.hasSpikeShoes) { hp -= (3 * (floor(other.fallTimer/16)+1)); if (not bloodless) instance_create(other.x, other.y+8, oBlood); }        else hp -= (1 * (floor(other.fallTimer/16)+1));        other.fallTimer = 0;        countsAsKill = true;        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){    if (status < STUNNED)    {        other.blink = 30        other.invincible = 30        if (other.y < y)            other.yVel = -6        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;        playSound(global.sndHurt);    }}