Information about object: obj_player_1
Sprite: spr_player_1
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 values strength=0; angle=0; global.player=1;//set player to go first
Alarm Event for alarm 0:
execute code: global.player=2;//allow next player to go
Step Event:
execute code:
if global.player==1//check if players go
{
strength=distance_to_point(mouse_x,mouse_y)/50;//calculate strength based on distance to mouse
angle=point_direction(x,y,mouse_x,mouse_y);//get the angle
if mouse_check_button_released(mb_left)//do this when mouse released
{
bullet=instance_create(x,y,obj_bullet_1);//create a bullet and assign
bullet.speed=strength;//set its speed
bullet.speed+=global.wind;
bullet.direction=angle;//set direction
global.player=0;//prevent shooting
alarm[0]=room_speed*2;//start an alarm
}
}
Draw Event:
execute code:
draw_self();
if global.player==1// do this if players go
{
draw_text(x,y-40,"strength="+string(strength));
draw_text(x,y-80,"angle="+string(angle));
draw_line(x,y,mouse_x,mouse_y);
}
Information about object: obj_player_2Sprite: spr_player_2
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: //set initial values strength=0; angle=0;Alarm Event for alarm 0:execute code: global.player=1;//allow next player to goStep Event:execute code: if global.player==2//check if players go { strength=distance_to_point(mouse_x,mouse_y)/50;//calculate strength based on distance to mouse angle=point_direction(x,y,mouse_x,mouse_y);//get the angle if mouse_check_button_released(mb_left)//do this when mouse released { bullet=instance_create(x,y,obj_bullet_2);//create a bullet and assign bullet.speed=strength;//set its speed bullet.direction=angle;//set direction bullet.speed+=global.wind; global.player=0;//prevent shooting alarm[0]=room_speed*2;//start an alarm } }Draw Event:execute code: draw_self(); if global.player==2// do this if players go { draw_text(x,y-40,"strength="+string(strength)); draw_text(x,y-80,"angle="+string(angle)); draw_line(x,y,mouse_x,mouse_y); }Information about object: obj_bullet_1Sprite: spr_bullet
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectStep Event:execute code: vspeed=vspeed+0.02;//apply gravity effectCollision Event with object obj_player_2:execute code: show_message("player 1 wins"); game_restart();Information about object: obj_bullet_2Sprite: spr_bullet
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectStep Event:execute code: vspeed=vspeed+0.02;//apply gravity effectCollision Event with object obj_player_1:execute code: show_message("player 2 wins"); game_restart();Information about object: obj_windSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: global.wind=0; alarm[0]=room_speed*3;Alarm Event for alarm 0:execute code: global.wind=irandom_range(-10,10); alarm[0]=room_speed*3;Draw Event:execute code: draw_text(20,20,"Wind Direction="+string(global.wind));