【GAMEMAKER】Dashing or running ability

 Information about object: obj_player

Sprite: spr_idle_down
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_cactus
Sprite: spr_cactus
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_elements_parent
Children:
Mask:
No Physics Object
Information about object: obj_flag
Sprite: spr_flag
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_elements_parent
Children:
Mask:
No Physics Object
Information about object: obj_mushroom
Sprite: spr_mushroom
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_elements_parent
Children:
Mask:
No Physics Object
Information about object: obj_elements_parent
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children
obj_cactus
obj_flag
obj_mushroom
Mask:
No Physics Object
Create Event:
execute code:

instance_create(x,y,obj_solid_base);
depth=-y;

Information about object: obj_solid_base
Sprite: spr_solid_base
Solid: false
Visible: false
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object

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