objects/oVampire/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.
oVampire's step event, 373 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)){if (status == STUNNED) myGrav = 0.6;moveTo(xVel,yVel);colLeft = false;colRight = false;colBot = false;colTop = false;if (isCollisionLeft(1)) colLeft = true;if (isCollisionRight(1)) colRight = true;if (isCollisionBottom(1)) colBot = true;if (isCollisionTop(1)) colTop = true;if (not held and status != HANG and status != FLY) yVel += myGrav;if (yVel > yVelLimit) yVel = yVelLimit;if (status >= STUNNED){ if (collision_point(x+8, y+12, oSolid, 0, 0)) { instance_create(x+8, y+8, oSmokePuff); playSound(global.sndCavemanDie); instance_destroy(); }}else if (not held){ if (collision_point(x+8, y+8, oSolid, 0, 0)) { instance_create(x+8, y+8, oSmokePuff); playSound(global.sndCavemanDie); instance_destroy(); }}if (isCollisionBottom(1) and status != STUNNED) yVel = 0;if (status != DEAD and status != STUNNED and hp < 1){ status = DEAD;}if (burning > 0){ if (rand(1,5) == 1) instance_create(x+rand(4,12), y+rand(4,12), oBurn); burning -= 1;}dist = distance_to_point(oPlayer1.x-8, oPlayer1.y-8);if (status == IDLE){ bounced = false; if (colBot and (collision_point(x-1, y, oSolid, -1, -1) or collision_point(x+16, y, oSolid, -1, -1))) { yVel = -6; if (facing == LEFT) xVel = -1; else xVel = 1; counter -= 10; } if (yVel < 0 and isCollisionTop(1)) { yVel = 0; } if (isCollisionBottom(1) and counter > 0) counter -= 1; if (counter < 1) { facing = rand(0,1); status = WALK; } if (dist < 96) { if (oPlayer1.x < x+8) facing = LEFT; else if (oPlayer1.x > x+8) facing = RIGHT; status = ATTACK; }}else if (status == WALK){ if (isCollisionLeft(1) or isCollisionRight(1)) { if (facing == LEFT) facing = RIGHT; else facing = LEFT; } if (not colBot) { // do nothing } else if (rand(1,100) == 1) { status = IDLE; counter = rand(20,50); xVel = 0; } else if (facing == LEFT) { xVel = -1.5; if (not collision_point(x-1, y+16, oSolid, -1, -1)) { status = IDLE; counter = rand(20,50); xVel = 0; yVel = 0; } } else if (facing == RIGHT) { xVel = 1.5; if (not collision_point(x+16, y+16, oSolid, -1, -1)) { status = IDLE; counter = rand(20,50); xVel = 0; yVel = 0; } } if (dist < 96) status = ATTACK;}else if (status == ATTACK){ image_speed = 1; if (facing == LEFT and isCollisionLeft(4)) { if (isCollisionTop(1)) facing = RIGHT; else status = BOUNCE; } else if (facing == RIGHT and isCollisionRight(4)) { if (isCollisionTop(1)) facing = LEFT; else status = BOUNCE; } else if (facing == LEFT) { if (not collision_point(x-8, y+16, oSolid, 0, 0)) { status = BOUNCE; } } else if (facing == RIGHT) { if (not collision_point(x+8, y+16, oSolid, 0, 0)) { status = BOUNCE; } } if (abs(oPlayer1.x-x) < 32 and oPlayer1.y < y+8 and not collision_point(x+8, y+8, oWater, 0, 0)) status = FLY; if (facing == LEFT) xVel = -4; else xVel = 4;}else if (status == RECOVER){ if (facing == LEFT and isCollisionLeft(1)) { facing = RIGHT; xVel = -xVel; } else if (facing == RIGHT and isCollisionRight(1)) { facing = LEFT; xVel = -xVel; } else if (colBot) { status = IDLE; xVel = 0; yVel = 0; counter = rand(40,100); } else if (not collision_point(x+8, y+8, oWater, 0, 0)) { if (rand(1,100) == 1) status = FLY; else if (collision_point(x+8, y+24, oWater, 0, 0)) status = FLY; }}else if (status == BOUNCE){ if (colBot) { yVel = -1 * rand(3,6); } else { status = RECOVER; }}else if (status == STUNNED){ if (colBot) { // do nothing } else { if (xVel == 0 and hp > 0) sprite_index = sVampireStunL; else if (bounced) { if (yVel < 0) sprite_index = sVampireBounceL; else sprite_index = sVampireFallL; } else { if (abs(xVel) > 0) sprite_index = sVampireDieLL; else sprite_index = sVampireDieLR; } } if (colBot and not bounced) { bounced = true; scrCreateBlood(x+8, y+8, 1); } if (held or colBot) { if (counter > 0) counter -= 1; else if (hp > 0) { status = IDLE; if (held) { held = false; with oPlayer1 { holdItem = 0; pickupItemType = ""; } } } }}else if (status == DEAD){ repeat(3) { instance_create(other.x+8, other.y+8, oBone); } obj = instance_create(other.x+8, other.y+8, oSkull); obj.yVel = -rand(1,3); obj.xVel = rand(0,3)-rand(0,3); if (countsAsKill) { if (isRealLevel()) global.enemyKills[7] += 1; global.vampires += 1; global.kills += 1; } playSound(global.sndCavemanDie); obj = instance_create(x+8, y+8, oCapePickup); obj.cost = 0; obj.forSale = false; instance_destroy();}else if (status == HANG){ xVel = 0; yVel = 0; if (not oPlayer1.dead and not oPlayer1.swimming and ((dist < 90 and oPlayer1.y > y + 16) or not collision_point(x+8, y-1, oSolid, 0, 0))) { status = FLY; playSound(global.sndBat); }}else if (status == FLY and instance_exists(oPlayer1) and not oPlayer1.swimming and not oPlayer1.dead){ xVel = 0; yVel = 0; if (dist < 160) { dir = point_direction(x+8, y+8, oPlayer1.x, oPlayer1.y) if (isCollisionRight(1) and oPlayer1.x > x+8) { if (oPlayer1.y < y+8) dir = 90; else dir = 270; } if (isCollisionLeft(1) and oPlayer1.x < x+8) { if (oPlayer1.y < y+8) dir = 90; else dir = 270; } if (isCollisionTop(1) and oPlayer1.y < y+8 and abs(oPlayer1.x - x) > 8) { if (oPlayer1.x < x+8) dir = 180; else dir = 0; } if (isCollisionBottom(1) and oPlayer1.y > y+8 and abs(oPlayer1.x - x) > 8) { if (oPlayer1.x < x+8) dir = 180; else dir = 0; } if (collision_point(x+8, y+16, oWater, 0, 0) and dir > 180 and dir < 360) { dir = 90; } if (not collision_point(x, y+12, oWater, 0, 0) or oPlayer1.y < y) { xVel = 2 * cos(degtorad(dir)); yVel = -2 * sin(degtorad(dir)); } } else { if (collision_point(x+8, y-1, oSolid, 0, 0)) status = HANG; else { dir = 90; xVel = 2 * cos(degtorad(dir)); yVel = -2 * sin(degtorad(dir)); } } if (oPlayer1.x < x+8) facing = LEFT; else facing = RIGHT; if (colBot or collision_point(x, y, oWater, 0, 0)) { status = IDLE; }}else if (status == FLY){ xVel = 0; yVel = 0; if (collision_point(x+8, y-1, oSolid, 0, 0)) status = HANG; else { dir = 90; xVel = 1 * cos(degtorad(dir)); yVel = -1 * sin(degtorad(dir)); }}if (status >= STUNNED){ scrCheckCollisions(); if (xVel == 0 and yVel == 0 and hp < 1) status = DEAD;}//if (isCollisionSolid()) y -= 2;if (xVel > 0) xVel -= 0.1;if (xVel < 0) xVel += 0.1;if (abs(xVel) < 0.5) xVel = 0;if (status == HANG) sprite_index = sVampireBatHang;else if (status < STUNNED and status != THROW){ if (status == FLY) sprite_index = sVampireBatLeft; else if (status == RECOVER) sprite_index = sVampireJumpL; else if (abs(xVel) > 0) sprite_index = sVampireRunL; else sprite_index = sVampireLeft;}if (held){ if (hp > 0) sprite_index = sVampireHeldL; else sprite_index = sVampireDHeldL;}}