【GAMEMAKER】Graphical Effect (snow rain and player foot step and ect)

 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;
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_chicken
Sprite: spr_chicken
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create 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_butterfly
Sprite: spr_butterfly
Solid: false
Visible: true
Depth: -100
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:

path_start(path,1+random(2),path_action_continue,false);

Information about object: obj_control
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create 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_gold
Sprite: spr_gold
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Collision Event with object obj_player:
execute code:

effect_create_above(ef_firework,x,y,1,c_red);
instance_destroy();

Information about object: obj_foot_steps
Sprite: spr_foot_steps
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create 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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