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;
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; } }
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 ObjectInformation about object: obj_day_nightSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: time=12; day=1; alarm[0]=room_speed*2;Alarm Event for alarm 0:execute code: time++; if time==24 { time=0; day++; } alarm[0]=room_speed*2;Draw Event:execute code: ///drawing //format and draw text timestring=string(time); if string_length(timestring)==1 timestring="0"+timestring; draw_set_colour(c_white); draw_text(50,50,"Time "+timestring+":00"); draw_text(250,50,"Day "+string(day)); //draw overlay draw_set_colour(c_black); draw_set_alpha(0); switch (time) { case 21: draw_set_alpha(0.1); draw_set_colour(c_yellow); break; case 22: draw_set_alpha(0.2); draw_set_colour(c_orange); break; case 23: draw_set_alpha(0.3); draw_set_colour(c_blue); break; case 0: draw_set_alpha(0.4); draw_set_colour(c_dkgray); break; case 1: draw_set_alpha(0.6); draw_set_colour(c_black); break; case 2: draw_set_alpha(0.8); draw_set_colour(c_black); break; case 3: draw_set_alpha(0.6); draw_set_colour(c_black); break; case 4: draw_set_alpha(0.4); draw_set_colour(c_dkgray); break; case 5: draw_set_alpha(0.3); draw_set_colour(c_blue); break; case 6: draw_set_alpha(0.2); draw_set_colour(c_orange); break; case 7: draw_set_alpha(0.1); draw_set_colour(c_yellow); break; } draw_rectangle(0,0,700,700,false); //reset alpha draw_set_alpha(1);
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