Information about object: obj_setup
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code: ///set initial variables global.player_wins=0; global.computer_wins=0; global.draws=0; enum play { none, water, fire, earth, ice } global.computer_play=play.none; global.player_play=play.none;
Information about object: obj_player_playSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: ///set up global.text="Player To Go";Step Event:execute code: ///detect key press for move if (keyboard_check(ord('1'))) { global.player_play=play.water; instance_create(x,y,obj_computer_play); instance_destroy(); } if (keyboard_check(ord('2'))) { global.player_play=play.fire; instance_create(x,y,obj_computer_play); instance_destroy(); } if (keyboard_check(ord('3'))) { global.player_play=play.earth; instance_create(x,y,obj_computer_play); instance_destroy(); } if (keyboard_check(ord('4'))) { global.player_play=play.ice; instance_create(x,y,obj_computer_play); instance_destroy(); }Information about object: obj_computer_playSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: ///For Computer Hand global.text="Computer Playing"; play=irandom_range(1,4);//choose a random number switch (play) { case 1: global.computer_play=play.water; break; case 2: global.computer_play=play.fire; break; case 3: global.computer_play=play.earth; break; case 4: global.computer_play=play.ice; break; } alarm[0]=room_speed*1;Alarm Event for alarm 0:execute code: ///display result instance_create(x,y,obj_result); instance_destroy();Information about object: obj_global_drawingSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectDraw Event:execute code: ///draw stuff //draw info box draw_sprite(spr_battle_loop,0,400,450); //draw game results draw_set_font(font_text); draw_set_halign(fa_center); draw_set_colour(c_white); draw_text(room_width/2,550,global.text); draw_text(room_width/2,600,"Player Wins "+string(global.player_wins)); draw_text(room_width/2,650,"Computer Wins "+string(global.computer_wins)); draw_text(room_width/2,700,"Draws "+string(global.draws)); switch (global.computer_play) { case play.ice: draw_sprite(spr_ice,0,room_width-200,200); break; case play.water: draw_sprite(spr_water,0,room_width-200,200); break; case play.earth: draw_sprite(spr_ground,0,room_width-200,200); break; case play.fire: draw_sprite(spr_fire,0,room_width-200,200); break; } switch (global.player_play) { case play.ice: draw_sprite(spr_ice,0,200,200); break; case play.water: draw_sprite(spr_water,0,200,200); break; case play.earth: draw_sprite(spr_ground,0,200,200); break; case play.fire: draw_sprite(spr_fire,0,200,200); break; } //draw the players draw_sprite(spr_player_static,0,100,150); draw_sprite(spr_pirate_static,0,700,150); Information about object: obj_resultSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: ///check result result=scr_play(global.player_play, global.computer_play); switch (result) { case -1: global.computer_wins++; global.text="Computer Wins"; break; case 0: global.draws++; global.text="Draw"; break; case 1: global.player_wins++; global.text="Player Wins"; break; } alarm[0]=room_speed*4; ///check score if global.player_wins==5 room_goto(room_player_win); if global.computer_wins==5 room_goto(room_computer_win);Alarm Event for alarm 0:execute code: ///done, player to play global.computer_play=play.none; global.player_play=play.none; global.text=""; room_restart();Information about object: obj_playerSprite: spr_idle_down
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: ///set up enum player_state { idle, up, down, left, right } dir=player_state.down; is_moving=false; image_speed=0.5;Step Event:execute code: ///keypress code if (keyboard_check(vk_left)) { dir=player_state .left; is_moving=true; } else if (keyboard_check(vk_right)) { dir=player_state .right; is_moving=true; } else if (keyboard_check(vk_up)) { dir=player_state .up; is_moving=true; } else if (keyboard_check(vk_down)) { dir=player_state .down; is_moving=true; } else { is_moving=false; }execute code: ///movement if is_moving { switch (dir) { case player_state .up: y -= 4; break; case player_state .down: y += 4; break; case player_state .left: x -= 4; break; case player_state .right: x += 4; break; } }execute code: ///animation if is_moving { switch (dir) { case player_state .up: sprite_index=spr_walk_up; break; case player_state .down: sprite_index=spr_walk_down; break; case player_state .left: sprite_index=spr_walk_left; break; case player_state .right: sprite_index=spr_walk_right; break; } } else { switch (dir) { case player_state .up: sprite_index=spr_idle_up; break; case player_state .down: sprite_index=spr_idle_down; break; case player_state .left: sprite_index=spr_idle_left; break; case player_state .right: sprite_index=spr_idle_right; break; } }Collision Event with object obj_pirate:execute code: room_goto(room_battle);Information about object: obj_pirateSprite: spr_pirate
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectInformation about object: obj_player_winSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectDraw Event:execute code: ///display battle result draw_text(400,400,"Player Wins");Information about object: obj_computer_winSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectDraw Event:execute code: ///display battle result draw_text(400,400,"Computer Wins");Information about object scr_play///scr_play(global.player_play, global.computer_play); switch (argument0) { case play.fire: switch (argument1) { case play.water: return -1; case play.earth: return 1; default: return 0; }; break; case play.earth: switch (argument1) { case play.fire: return -1; case play.ice: return 1; default: return 0; }; break; case play.ice: switch (argument1) { case play.water: return 1; case play.earth: return -1; default: return 0; }; break; case play.water: switch (argument1) { case play.ice: return -1; case play.fire: return 1; default: return 0; }; break; }
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