Sprite: spr_hero
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: global.toolspeed = 1
Step Event:
execute code: //movement code dx = (keyboard_check(vk_right) - keyboard_check(vk_left)) * 4; dy = (keyboard_check(vk_down) - keyboard_check(vk_up)) * 4; if place_free(x + dx, y + dy)//check if direction clear { x += dx;//move y += dy; } //create a block if mouse_check_button_pressed(mb_right) && !position_meeting(mouse_x, mouse_y, obj_block) && !position_meeting(mouse_x, mouse_y, obj_hero)//check if positon empty { instance_create(32 * (mouse_x div 32), 32 * (mouse_y div 32), obj_stone);//create stone }
Information about object: obj_blockSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: dury = 10;//strength durc = 0;Step Event:execute code: if mouse_check_button(mb_left) && position_meeting(mouse_x,mouse_y,id) { if (dury == 0) exit; durc += global.toolspeed / dury; if (durc > 1) instance_destroy(); } if mouse_check_button_released(mb_left) { durc = 0; }Mouse Event for Mouse Leave:execute code: durc = 0Draw Event:execute code: draw_sprite(sprite_index, image_index, x, y) // cracking-texture if (durc > 0) { draw_sprite(spr_damage, floor(10 * durc), x, y); }Information about object: obj_stoneSprite: spr_stone
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: event_inherited() dury = 20
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