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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