Information about object: obj_pirate
Sprite: spr_pirate_idle
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: slot=4; alarm[0]=global.game_speed; alarm[1]=room_speed*5; //scatter bombs alarm[2]=room_speed*8; //throw sword alarm[3]=room_speed*10; //jump up dir=choose("left","right");
Alarm Event for alarm 0:
execute code: ///drop a bomb / fruit & increase speed global.game_speed--; if global.game_speed<2 global.game_speed=2; alarm[0]=global.game_speed; drop=choose("bomb","fruit","fruit"); if drop=="bomb" { var bomb=instance_create(slot*64,120,obj_bomb); bomb.direction=270; bomb.speed=2; //audio_play_sound(choose(snd_ar_1,snd_ar_2),1,false); } if drop=="fruit" { var fruit=instance_create(slot*64,120,obj_fruit); fruit.direction=270; fruit.speed=2; //audio_play_sound(snd_bonus_coming,1,false); }
execute code: ///reset alarm alarm[0]=global.game_speed;
execute code: ///move //weigh it to move away from edge if slot==11 dir="left"; if slot==1 dir="right"; //choose next direction - wieghed to move in same direction dir=choose("left","right",dir,dir); if dir=="left" { image_xscale=-1; slot--; } if dir=="right" { image_xscale=1; slot++; } //keep in range if slot<1 slot=1; if slot>11 slot=11;
Alarm Event for alarm 1:
execute code: ///send bomb scatter alarm[1]=room_speed*5; var loop; for (loop = 210; loop < 350; loop += 15) { //audio_play_sound(choose(snd_ar_3,snd_ar_4),1,false); var bomb=instance_create(x,y,obj_scatter_bomb); bomb.direction=loop; bomb.speed=3; }
Alarm Event for alarm 2:
execute code: alarm[2]=room_speed*8; //throw sword var sword=instance_create(x,y,obj_enemy_sword); sword.direction=point_direction(x,y,obj_player.x,obj_player.y); sword.speed=5;
Alarm Event for alarm 3:
execute code: ///jump up sprite_index=spr_pirate_jump; image_speed=0.5; image_index=0; alarm[3]=room_speed*10;
Step Event:
execute code: ///move to position slot move_towards_point(64*slot,y,4); //stop if x==64*slot { dir="idle"; speed=0; }
execute code: ///sprite control if sprite_index==spr_pirate_jump && image_index>=15 { sprite_index=spr_pirate_idle; image_index=0; image_speed=1; }
Collision Event with object obj_player_sword:
execute code: if sprite_index==spr_pirate_jump { global.enemyhp-=5; //audio_play_sound(choose(snd_pirate_ouch_1,snd_pirate_ouch_2),1,false); } with (other) instance_destroy();
Information about object: obj_player_swordSprite: spr_sword_player
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: motion_set(180,1); ang=0;//initial angle sw=0;//for sine wave move_angle=40;Step Event:execute code: ///rotate && check if outside room sw += pi/30;//for sine wave - ie speed angle=sin(sw) * move_angle;//for sine wave image_angle=angle+225; if y<0 instance_destroy();Information about object: obj_bombSprite: spr_bomb
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectStep Event:execute code: if y>room_height instance_destroy(); Information about object: obj_playerSprite: spr_player_left
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: slot=4; idle=0; left=1; right=2 dir=left; can_shoot=true;Alarm Event for alarm 0:execute code: can_shoot=true;Step Event:execute code: ///movement && shoot if keyboard_check_pressed(vk_left) && slot>1 { slot--; dir=left; move_towards_point(64*slot,y,4); } if keyboard_check_pressed(vk_right) && slot<11 { slot++; dir=right; move_towards_point(64*slot,y,4); } //keep in range if slot<1 slot=1; if slot>11 slot=11; //stop if x==64*slot { dir=idle; speed=0; } //make a sword if keyboard_check_pressed(vk_up) && can_shoot { can_shoot=false; alarm[0]=room_speed; var sword=instance_create(x,y,obj_player_sword); sword.direction=90; sword.speed=5; }execute code: ///animation if dir=left sprite_index=spr_player_left; if dir=right sprite_index=spr_player_right;Collision Event with object obj_bomb:execute code: global.p1hp-=1; //audio_play_sound(choose(snd_laugh_1,snd_laugh_2),1,false); with(other) instance_destroy();Collision Event with object obj_fruit:execute code: global.enemyhp-=1; //audio_play_sound(snd_bonus,1,false); with(other) instance_destroy();Collision Event with object obj_scatter_bomb:execute code: global.p1hp-=1; //audio_play_sound(choose(snd_ouch,snd_ouch_2,snd_ouch_3),1,false); with(other) instance_destroy();Collision Event with object obj_enemy_sword:execute code: global.p1hp-=5; //audio_play_sound(snd_ouch_4,1,false); with (other) instance_destroy();Information about object: obj_fruitSprite: spr_fruit
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: irandom(image_number-1); image_speed=0;Step Event:execute code: if y>room_height instance_destroy(); Information about object: obj_scatter_bombSprite: spr_bomb_mini
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectStep Event:execute code: ///destroy off screen if y>room_height instance_destroy();Information about object: obj_enemy_swordSprite: spr_sword_enemy
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: motion_set(180,1); ang=0;//initial angle sw=0;//for sine wave move_angle=40;Step Event:execute code: ///rotate && check if outside room sw += pi/30;//for sine wave - ie speed angle= sin(sw) * move_angle;//for sine wave image_angle=angle+45; if y>room_height instance_destroy();Information about object: obj_hudSprite:
Solid: false
Visible: true
Depth: 20
Persistent: false
Parent:
Children:
Mask: No Physics ObjectStep Event:execute code: if global.p1hp<0 { global.message="Enemy Wins"; // for gameover screen room_goto(room_game_over); } if global.enemyhp<0 { global.message="Player Wins"; // for gameover screen room_goto(room_game_over); }Draw Event:execute code: draw_rectangle_colour(0, 0, room_width, room_height, c_blue, c_blue, c_white, c_white, false);Draw GUI Event:execute code: ///draw hp //hp player draw_rectangle_colour(334,10,334-(global.p1hp*2),30,c_green,c_red,c_red,c_green,false); draw_set_colour(c_red); draw_rectangle(334,10,334-200,30,true); //draw enemy draw_rectangle_colour(434,10,434+(global.enemyhp*2),30,c_red,c_green,c_green,c_red,false); draw_set_colour(c_red); draw_rectangle(434,10,434+200,30,true); //draw text draw_set_font(font_mini); draw_set_colour(c_black); draw_set_halign(fa_center); draw_set_valign(fa_middle); draw_text(234,20,"Player HP"); draw_text(534,20,"Enemy HP"); draw_text(room_width/2,620,"Arrow Keys To Move And Fire - Shoot Enemy (when jumping)#Collect Fruit - Avoid Bombs"); Information about object: obj_splashSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: ///set up global.p1hp=100; global.enemyhp=100; global.game_speed=150; room_goto(room_game);Keyboard Event for <Left> Key:execute code: global.p1hp-=1;Keyboard Event for <Right> Key:execute code: global.p1hp+=1;Information about object: obj_game_overSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: alarm[0]=room_speed*5;Alarm Event for alarm 0:execute code: game_restart();Draw Event:execute code: draw_text(200,200,global.message);
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