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.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 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 ObjectCreate Event:execute code: alarm[0]=1; gravity=0.08//apply gravity effect points=ds_list_create();Alarm Event for alarm 0:execute code: points=motion_predict(obj_bullet_1,50); alarm[0]=room_speed/2;Collision Event with object obj_player_2:execute code: show_message("player 1 wins"); game_restart();Draw Event:execute code: draw_self();//draw the bullet if !ds_list_empty(points) { size=ds_list_size(points);//get size of ds_list for (var i = 0; i < size; i += 2)//2 steps at a time { draw_point(points[|i],points[|i+1]);//get value to draw points } }Information about object: obj_bullet_2Sprite: spr_bullet
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: alarm[0]=1; points=ds_list_create(); gravity=0.08//apply gravity effectAlarm Event for alarm 0:execute code: points=motion_predict(obj_bullet_2,50); alarm[0]=room_speed/2;Step Event:execute code: gravity=0.08//apply gravity effectCollision Event with object obj_player_1:execute code: show_message("player 1 wins"); game_restart();Draw Event:execute code: draw_self();//draw the bullet if !ds_list_empty(points) { size=ds_list_size(points);//get size of ds_list for (var i = 0; i < size; i += 2)//2 steps at a time { draw_point(points[|i],points[|i+1]);//get value to draw points } }Information about object: obj_groundSprite: spr_ground
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics Object
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