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;
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; } }
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: player_state=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; } }
Collision Event with object obj_church_enter:
execute code: y+=150;//move away from door to prevent looping room_goto(room_church);
Collision Event with object obj_church_leave:
execute code: y+=150;//move away from door to prevent looping room_goto(room_main_level);
Collision Event with object obj_chest:
execute code: global.gold++; with (other) instance_destroy();
Draw Event:
execute code: draw_self(); draw_text(x,y-100,global.gold);
Information about object: obj_church_enterSprite: spr_door
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectInformation about object: obj_church_leaveSprite: spr_door
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectInformation about object: obj_churchSprite: spr_church
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectInformation about object: obj_chestSprite: spr_chest
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics Objectglobal.gold=0; room_goto(room_main_level);
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