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();

0 Comments