【GAMEMAKER】Memory Puzzle

 Information about object: obj_level

Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:

///set up cards

//set random seed
randomize();
deck=ds_list_create();//create a list
//add 2 of each card to deck:
ds_list_add(deck,spr_1,spr_1);
ds_list_add(deck,spr_2,spr_2);
ds_list_add(deck,spr_3,spr_3);
ds_list_add(deck,spr_4,spr_4);
ds_list_add(deck,spr_5,spr_5);
ds_list_add(deck,spr_6,spr_6);
ds_list_add(deck,spr_7,spr_7);
ds_list_add(deck,spr_8,spr_8);
ds_list_add(deck,spr_9,spr_9);
ds_list_add(deck,spr_10,spr_10);
ds_list_add(deck,spr_11,spr_11);
ds_list_add(deck,spr_12,spr_12);
ds_list_add(deck,spr_13,spr_13);
ds_list_add(deck,spr_14,spr_14);
ds_list_add(deck,spr_15,spr_15);
ds_list_add(deck,spr_16,spr_16);
ds_list_add(deck,spr_17,spr_17);
ds_list_add(deck,spr_18,spr_18);
//shuffle the deck:
ds_list_shuffle(deck);

//create a grid of cards with this list
var i;
for (i = 0; i <= 35; i += 1)
{

        card=instance_create(70+(i mod 6)*70,70+(i div 6)*70,obj_card);
        card.sprite_index=deck[| i];
        card.xx=i mod 6;
        card.yy=i div 6;
        card.flipped=false;
}

//create a list to hold player's selections
global.selected=ds_list_create();Information about object: obj_card
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Mouse Event for Left Pressed:
execute code:

///allow flipping if only none or one card selected
if !flipped && global.plays<2
{
    flipped=true;//set flag so face can be shown
    ds_list_add(global.selected,id);//add the id to a list
    global.plays++;//mark as a selection made
}
Draw Event:
execute code:

///draw front or back of card
if flipped
{
    draw_sprite(spr_front_med,0,x,y);//show back
    draw_self();//show front
}
else
draw_sprite(spr_back_med,0,x,y);//show back
Information about object: obj_control
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:

///set up
goes=25;//how many attempts the player gets
global.plays=0;
matches=0;
Alarm Event for alarm 0:
execute code:

///flip cards back to showing back if not matched
card1.flipped=false;
card2.flipped=false;
global.plays=0;//allow playing again
Step Event:
execute code:

///check cards
if ds_list_size(global.selected)==2//check if two cards selected
{
    if global.selected[|0].sprite_index == global.selected[|1].sprite_index //check if cards face image matches
    {
        //if matched:
        ds_list_clear(global.selected);
        goes--;
        global.plays=0;
        matches++;
    }
    else
    {   
        //if not matched
        card1=global.selected[|0];//these two cards are to store id for alarm event
        card2=global.selected[|1];
        ds_list_clear(global.selected);
        goes--;
        alarm[0]=room_speed;
    }
}

//check for game end
if goes==0
{
    show_message("You Lose");
    game_restart();
}

if matches==18
{
    show_message("You Win");
    game_restart();
}
Draw Event:
execute code:

draw_text(10,10,"Tries remainging "+string(goes));

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