Sprite: spr_player
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
Step Event:
execute code: ///movement if (keyboard_check(vk_left)) && !place_meeting(x-4,y,obj_obstacle) { x-=4; } if (keyboard_check(vk_right)) && !place_meeting(x+4,y,obj_obstacle) { x+=4; } if (keyboard_check(vk_up)) && !place_meeting(x,y-4,obj_obstacle) { y-=4; } if (keyboard_check(vk_down)) && !place_meeting(x,y+4,obj_obstacle) { y+=4; }
Information about object: obj_obstacleSprite: spr_solid_base
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectInformation about object: obj_enemySprite: spr_enemy
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: ///Create Grid size = 16; grid = mp_grid_create(0,0,ceil(room_width/size),ceil(room_height/size),size,size); ///Add obstacles to grid mp_grid_add_instances(grid,obj_obstacle,1); //create initial path path=path_add(); mp_grid_path(grid,path,x,y,obj_player.x,obj_player.y,1); path_start(path,2,path_action_stop,true);Step Event:execute code: ///reset path at end if path_position==1 { path_clear_points(path); mp_grid_path(grid,path,x,y,obj_player.x,obj_player.y,1); path_start(path,2,path_action_stop,true); }Draw Event:execute code: ///For Drawing Grid draw_path(path,x,y,true); draw_self();
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