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;
foot_steps=1;
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:
y -= 4;
break;
case player_state.down:
y += 4;
break;
case player_state.left:
x -= 4;
break;
case player_state.right:
x += 4;
break;
}
}
if is_moving foot_steps++;
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:
///foot steps
if foot_steps==4
{
foot_steps=1;
feet=instance_create(x,y,obj_foot_steps);
switch (dir)
{
case player_state.up:
feet.image_angle=90;
feet.image_index=0;
break;
case player_state.down:
feet.image_angle=270;
feet.image_index=0;
break;
case player_state.left:
feet.image_angle=180;
feet.image_index=1;
break;
case player_state.right:
feet.image_angle=0;
feet.image_index=1;
break;
}
}
Draw GUI Event:
execute code: draw_text(20,20," Press R for rain - S for snow");
Information about object: obj_chickenSprite: spr_chicken
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: motion_set(choose(0,180),1+random(1)); alarm[0]=room_speed*3+irandom(room_speed*3); if hspeed<0 image_xscale=-1 else image_xscale=1;Alarm Event for alarm 0:execute code: alarm[0]=room_speed*3+irandom(room_speed*3); hspeed=-hspeed; if hspeed<0 image_xscale=-1 else image_xscale=1;Information about object: obj_butterflySprite: spr_butterfly
Solid: false
Visible: true
Depth: -100
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: path_start(path,1+random(2),path_action_continue,false);Information about object: obj_controlSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: snow=false; rain=false;Step Event:execute code: if keyboard_check_pressed(ord('S')) { snow=!snow; } if keyboard_check_pressed(ord('R')) { rain=!rain; } if snow effect_create_above(ef_snow,x,y,1,c_white); if rain effect_create_above(ef_rain,x,y,1,c_blue);Information about object: obj_goldSprite: spr_gold
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCollision Event with object obj_player:execute code: effect_create_above(ef_firework,x,y,1,c_red); instance_destroy();Information about object: obj_foot_stepsSprite: spr_foot_steps
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: image_speed=0; fading=false; alarm[0]=room_speed*2; ia=1;Alarm Event for alarm 0:execute code: fading=true;Step Event:execute code: if fading { ia-=0.03; image_alpha=ia; } if ia<0 instance_destroy();Draw Event:execute code: draw_self();

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