Information about object: obj_player
Sprite: spr_idle_down
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 up enum player_state { idle, up, down, left, right } dir=player_state.down; is_moving=false; image_speed=0.5; dashing=false; dashing_meter=100; alarm[0]=room_speed/3;
Alarm Event for alarm 0:
execute code: alarm[0]=room_speed/3; dashing_meter++; if dashing_meter>100 dashing_meter=100;
Step Event:
execute code: ///keypress code if (keyboard_check(vk_left)) { dir=player_state.left; is_moving=true; } else if (keyboard_check(vk_right)) { dir=player_state.right; is_moving=true; } else if (keyboard_check(vk_up)) { dir=player_state.up; is_moving=true; } else if (keyboard_check(vk_down)) { dir=player_state.down; is_moving=true; } else { is_moving=false; }
execute code: ///movement if is_moving { switch (dir) { case player_state.up: if !position_meeting(x,y-4,obj_solid_base) y -= 4; break; case player_state.down: if !position_meeting(x,y+4,obj_solid_base) y += 4; break; case player_state.left: if !position_meeting(x-4,y,obj_solid_base) x -= 4; break; case player_state.right: if !position_meeting(x+4,y,obj_solid_base) x += 4; break; } } depth=-y;
execute code: ///animation if is_moving { switch (dir) { case player_state.up: sprite_index=spr_walk_up; break; case player_state.down: sprite_index=spr_walk_down; break; case player_state.left: sprite_index=spr_walk_left; break; case player_state.right: sprite_index=spr_walk_right; break; } } else { switch (dir) { case player_state.up: sprite_index=spr_idle_up; break; case player_state.down: sprite_index=spr_idle_down; break; case player_state.left: sprite_index=spr_idle_left; break; case player_state.right: sprite_index=spr_idle_right; break; } }
execute code: ///dashing movement dashing = keyboard_check(ord("D")); if dashing_meter>1 && is_moving && dashing { if dir==player_state.left && !position_meeting(x-8,y,obj_solid_base) && !position_meeting(x-4,y,obj_solid_base) { effect_create_above(ef_star,x,y,1,c_red); x-=8; dashing_meter--; } if dir==player_state.right && !position_meeting(x+8,y,obj_solid_base) && !position_meeting(x+4,y,obj_solid_base) { effect_create_above(ef_star,x,y,1,c_red); x+=8; dashing_meter--; } if dir==player_state.up &&!position_meeting(x,y-8,obj_solid_base) && !position_meeting(x,y-4,obj_solid_base) { effect_create_above(ef_star,x,y,1,c_red); y-=8; dashing_meter--; } if dir==player_state.down && !position_meeting(x,y+8,obj_solid_base) && !position_meeting(x,y+4,obj_solid_base) { effect_create_above(ef_star,x,y,1,c_red); y+=8; dashing_meter--; } } depth=-y;
Draw Event:
execute code: draw_self(); //draw dash_meter draw_set_colour(c_red); draw_roundrect(x-51,y-76,x+51,y-69,false); draw_set_colour(c_green); draw_roundrect(x-50,y-75,x-50+dashing_meter,y-70,false);
Draw GUI Event:
execute code: draw_text(50,50,"Hold Down D To Dash - Works When You Have Dash Meter HP");
Information about object: obj_cactusSprite: spr_cactus
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_elements_parent
Children:
Mask: No Physics ObjectInformation about object: obj_flagSprite: spr_flag
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_elements_parent
Children:
Mask: No Physics ObjectInformation about object: obj_mushroomSprite: spr_mushroom
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_elements_parent
Children:
Mask: No Physics ObjectInformation about object: obj_elements_parentSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
ChildrenMask:
obj_cactus
obj_flag
obj_mushroom No Physics ObjectCreate Event:execute code: instance_create(x,y,obj_solid_base); depth=-y;Information about object: obj_solid_baseSprite: spr_solid_base
Solid: false
Visible: false
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics Object
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