Information about object: objPlayer
Sprite: sprPlayer
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:
Facing_Direction=0;
Step Event:
execute code:
if keyboard_check(vk_space) && instance_number(objBoomerang)=0 {
instance_create(x,y,objBoomerang);
}
hspeed=0;
vspeed=0;
if keyboard_check(vk_left) then {hspeed=-4; Facing_Direction=180;}
if keyboard_check(vk_right) then {hspeed=4; Facing_Direction=0;}
if keyboard_check(vk_up) then vspeed=-4;
if keyboard_check(vk_down) then vspeed=4;
Information about object: objBoomerang
Sprite: sprBoomerang
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:
Catch=false;
if objPlayer.Facing_Direction=0 {
hspeed=5;
vspeed=5;
} else {
hspeed=-5;
vspeed=-5;
}
Step Event:
execute code:
if place_meeting(x,y,objPlayer)=false and Catch=false then Catch=true;
if (direction>=point_direction(x,y,objPlayer.x,objPlayer.y)-4 && direction<=point_direction(x,y,objPlayer.x,objPlayer.y)+4) {
direction=point_direction(x,y,objPlayer.x,objPlayer.y);
} else {
direction+=4;
}
if direction>360 then direction=4;
Collision Event with object objPlayer:
execute code:
if Catch=true then instance_destroy();
Other Event: Intersect Boundary:
bounce not precisely against solid objects
Information about object: objMonster
Sprite: sprMonster
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Collision Event with object objBoomerang:
execute code:
instance_destroy();
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