Information about object: obj_player
Sprite: spr_idle_down
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 up
enum player_state {
idle,
up,
down,
left,
right
}
dir=player_state.down;
is_moving=false;
image_speed=0.5;
pick=10;
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:
if !position_meeting(x,y-4,obj_solid_base) y -= 4;
break;
case player_state.down:
if !position_meeting(x,y+4,obj_solid_base) y += 4;
break;
case player_state.left:
if !position_meeting(x-4,y,obj_solid_base) x -= 4;
break;
case player_state.right:
if !position_meeting(x+4,y,obj_solid_base) x += 4;
break;
}
}
depth=-y;
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;
}
}
execute code:
///damage block && control
if keyboard_check_pressed(ord('D')) && pick>0
{
//check for block right
if dir==player_state.right&& position_meeting(x+34,y-16,obj_block)//see if a block is there
{
block=instance_position(x+34,y-16,obj_block);//get the id of the block
block.damage+=1;//damage the block
pick--;
}
//check for block left
if dir==player_state.left && position_meeting(x-34,y-16,obj_block)//see if a block is there
{
block=instance_position(x-34,y-16,obj_block);//get the id of the block
block.damage+=1;//damage the block
pick--;
}
//check for block down
if dir==player_state.down && position_meeting(x,y+16,obj_block)//see if a block is there
{
block=instance_position(x,y+16,obj_block);//get the id of the block
block.damage+=1;//damage the block
pick--;
}
//check for block up
if dir==player_state.up && position_meeting(x,y-34,obj_block)//see if a block is there
{
block=instance_position(x,y-34,obj_block);//get the id of the block
block.damage+=1;//damage the block
pick--;
}
}
Collision Event with object obj_crate:
execute code: pick+=10; with (other) instance_destroy();
Draw GUI Event:
execute code: draw_text(50,50,"Press D When Facing Block"); draw_text(350,50,"Current Picks"+string(pick)); draw_sprite(spr_pick_hud,0,550,50);
Information about object: obj_cactusSprite: spr_cactus
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_elements_parent
Children:
Mask: No Physics ObjectInformation about object: obj_flagSprite: spr_flag
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_elements_parent
Children:
Mask: No Physics ObjectInformation about object: obj_mushroomSprite: spr_mushroom
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_elements_parent
Children:
Mask: No Physics ObjectInformation about object: obj_elements_parentSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
ChildrenMask:
obj_cactus
obj_flag
obj_mushroom No Physics ObjectCreate Event:execute code: instance_create(x,y,obj_solid_base); depth=-y;Information about object: obj_solid_baseSprite: spr_solid_base
Solid: false
Visible: false
Depth: 0
Persistent: false
Parent:
ChildrenMask:
obj_block No Physics ObjectInformation about object: obj_blockSprite: spr_block
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_solid_base
Children:
Mask: No Physics ObjectCreate Event:execute code: damage=0; image_speed=0; image_index=damage;Step Event:execute code: if damage==6 { if irandom(3)==1 instance_create(x,y,obj_treasure); instance_destroy(); } image_index=damage;Information about object: obj_treasureSprite: spr_treasure
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectInformation about object: obj_crateSprite: spr_crate
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics Object
No comments:
Post a Comment