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;
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;
}
}
execute code: ///Update Audio Position audio_listener_position(x, y, 0); audio_listener_orientation(0, -1, 0, 0, 0, -1);
Information about object: obj_fireSprite: spr_fire
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: ///play the sound at position audio_play_sound_at(snd_fire, x, y, 0, 20, 400, 0.5 , true, 1);Information about object: obj_waterSprite: spr_water
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: ///play the sound at position audio_play_sound_at(snd_water, x, y, 0, 20, 400, 0.5 , true, 1);
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