Information about object: obj_player_parent
Sprite: spr_idle_down
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children
obj_player_1
obj_player_2
obj_player_3
Mask:
obj_player_1
obj_player_2
obj_player_3
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; global.move_speed=4;
Step Event:
execute code: ///keypress code is_moving=false; if global.selected!=my_id exit; 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-global.move_speed,obj_solid_base) y -= global.move_speed; break; case player_state.down: if !position_meeting(x,y+global.move_speed,obj_solid_base) y += global.move_speed; break; case player_state.left: if !position_meeting(x-global.move_speed,y,obj_solid_base) x -= global.move_speed; break; case player_state.right: if !position_meeting(x+global.move_speed,y,obj_solid_base) x += global.move_speed; 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:
ChildrenMask:
obj_tree No Physics ObjectInformation about object: obj_selected_controlSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: ///set up initial selection global.selected=1; view_object[0] = obj_player_1;Step Event:execute code: ///Key Press For Change Selection if keyboard_check_released(ord('1')) { global.selected=1; global.move_speed=4; view_object[0] = obj_player_1; } if keyboard_check_released(ord('2')) { global.selected=2; global.move_speed=6; view_object[0] = obj_player_2; } if keyboard_check_released(ord('3')) { global.selected=3; global.move_speed=4; view_object[0] = obj_player_3; }Draw GUI Event:execute code: draw_text(50,50,"Keys 1 2 3 To Select - Selected Character="+string(global.selected));Information about object: obj_treeSprite: spr_tree
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_solid_base
Children:
Mask: No Physics ObjectInformation about object: obj_player_1Sprite: spr_walk_down
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_player_parent
Children:
Mask: No Physics ObjectCreate Event:execute code: my_id=1; event_inherited();Information about object: obj_player_2Sprite: spr_walk_down
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_player_parent
Children:
Mask: No Physics ObjectCreate Event:execute code: my_id=2; event_inherited();Information about object: obj_player_3Sprite: spr_idle_down
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_player_parent
Children:
Mask: No Physics ObjectCreate Event:execute code: my_id=3; event_inherited();Collision Event with object obj_tree:execute code: ///destroy tree with (other) instance_destroy();
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