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: if !position_meeting(x,y-4,obj_solid_base) y -= 4; break; case player_state.down: if !position_meeting(x,y+4,obj_solid_base) y += 4; break; case player_state.left: if !position_meeting(x-4,y,obj_solid_base) x -= 4; break; case player_state.right: if !position_meeting(x+4,y,obj_solid_base) x += 4; 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_wall No Physics ObjectInformation about object: obj_wallSprite: spr_wall
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_solid_base
Children:
Mask: No Physics ObjectInformation about object: obj_waterSprite: spr_water
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectInformation about object: obj_generateSprite: spr_generate
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: randomize(); path=path_add(); alarm[0]=room_speed;Alarm Event for alarm 0:execute code: //place wall borders size=room_width/32-1; for (var loop = 1; loop < size; loop += 1) { instance_create(loop*32,32,obj_wall); instance_create(loop*32,0,obj_wall); instance_create(loop*32,968,obj_wall); instance_create(loop*32,1000,obj_wall); instance_create(32,32*loop+16,obj_wall); instance_create(0,32*loop+16,obj_wall); instance_create(968,32*loop+16,obj_wall); instance_create(1000,32*loop+16,obj_wall); } instance_create(16,16,obj_wall); instance_create(16,984,obj_wall); instance_create(984,16,obj_wall); instance_create(984,1000,obj_wall); alarm[1]=room_speed;Alarm Event for alarm 1:execute code: repeat(5)//do this 5 times { //get two random points atleast 100 from room edge var xx1=irandom_range(100,room_width-100); var yy1=irandom_range(100,room_height-100); var xx2=irandom_range(100,room_width-100); var yy2=irandom_range(100,room_height-100); //add points to a path path_add_point(path,xx1,yy1,3); path_add_point(path,xx2,yy2,3); //get length of path var size=floor(path_get_length(path)); show_debug_message(size); //divide by 64 var division=floor(size/64); show_debug_message(division); //get total blocks to draw total=floor(size/division); show_debug_message(total); for (var i = 1; i < total; i += 1) { var point=(1/total)*i;//get a value based on i var placex=path_get_x(path,point);//get x at point on path var placey=path_get_y(path,point);//get y at point on path instance_create(placex,placey,obj_road);//create a road object } path_clear_points(path); } alarm[2]=room_speed;Alarm Event for alarm 2:execute code: //draw some lakes repeat(12) { do { xx = random(room_width) div 32*32; yy = random(room_height) div 32 *32; } until (!position_meeting(xx, yy, all)) instance_create(xx,yy,obj_water); instance_create(xx+32,yy,obj_water); instance_create(xx+32,yy+32,obj_water); instance_create(xx+64,yy,obj_water); instance_create(xx+64,yy+32,obj_water); instance_create(xx+64,yy+64,obj_water); } //draw some square lakes repeat(12) { do { xx = random(room_width) div 32*32; yy = random(room_height) div 32 *32; } until (!position_meeting(xx, yy, all)) instance_create(xx,yy,obj_water); instance_create(xx+32,yy,obj_water); instance_create(xx,yy+32,obj_water); instance_create(xx+32,yy+32,obj_water); } alarm[3]=room_speed;Alarm Event for alarm 3:execute code: //add some cactus / mushroom repeat(20) { do { xx = random(room_width-64) div 32 * 32 +32; yy = random(room_height-64) div 32* 32 + 32; } until (!position_meeting(xx, yy, all)) instance_create(xx,yy,choose(obj_mushroom,obj_cactus)); } path_delete(path); instance_destroy();Information about object: obj_roadSprite: spr_road
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics Object
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