Sprite: spr_duck
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:
dir=choose("side","up");//choose a state
if dir="side"//if side
{
x=-50;//set just off of screen
y=irandom_range(100,room_height-100);//choose a ra
hspeed=1+random(3);//set random speed
}
if dir="up"//if up
{
x=irandom_range(50,room_width-50);//choose random position
y=room_height+50; //set just off of screen
dir=random(180);//set a random direction
spd=1+random(3);//set a random speed
motion_set(dir,spd);//applydirection and speed
}
Step Event:
execute code:
//destroy if off screen
if x>room_width+100
{
instance_destroy();
}
if y<-50
{
instance_destroy();
}
Information about object: obj_gunSprite: spr_gun Solid: false Visible: true Depth: 0 Persistent: false Parent:Children: Mask: No Physics ObjectCreate Event:execute code: alarm[0]=100+random(room_speed*3);//set alarm to spawn duck score=0;Alarm Event for alarm 0:execute code: instance_create(0,0,obj_duck);//spawn a duck alarm[0]=100+random(room_speed*3);//set spawn alarm aginStep Event:execute code: //update position x=mouse_x; y=mouse_y; if mouse_check_button_pressed(mb_left) && position_meeting(x,y,obj_duck)//if mouse pressed { score+=10; var inst=instance_position(x,y,obj_duck); with (inst) { instance_destroy(); } }Draw Event:execute code: draw_self(); draw_text(20,20,"Score "+string(score));

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