Information about object: obj_splash
Sprite:
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 stats //Load Data From Save ini_open("save.ini"); global.stats[1,1]="Magic"; global.stats[1,2]=ini_read_real("Stats", "Magic", 4); global.stats[2,1]="Kindness"; global.stats[2,2]=ini_read_real("Stats", "Kindness", 4); global.stats[3,1]="Evilness"; global.stats[3,2]=ini_read_real("Stats", "Evilness",2) global.stats[4,1]="Strength"; global.stats[4,2]=ini_read_real("Stats", "Strength", 4); global.stats[5,1]="Wisdom"; global.stats[5,2]=ini_read_real("Stats", "Wisdom", 0); global.stats[5,1]="Charisma"; global.stats[5,2]=ini_read_real("Stats", "Charisma", 1); global.upgrades=ini_read_real("Stats", "Upgrades", 8); global.quest1=ini_read_real("Quest", "1", true); global.pirate1_x=ini_read_real("Pirates", "1x", 350); global.pirate1_y=ini_read_real("Pirates", "1y", 640); global.gold=ini_read_real("Stats", "Gold", 200); ini_close(); //goto main room room_goto(room_saving);
Information about object: obj_buttonSprite: spr_button
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: //set up image_speed=0; image_index=0;Step Event:execute code: ///mouse button if mouse_check_button_pressed(mb_left) && position_meeting(mouse_x, mouse_y, id) { if global.upgrades>0 && global.stats[my_id,2]<10 { //upgrade global.upgrades--; global.stats[my_id,2]++; } }Draw Event:execute code: //draw button draw_self(); //set text drawing draw_set_halign(fa_center); draw_set_valign(fa_middle); //draw the text draw_set_halign(fa_left); draw_text(50,my_id*100,global.stats[my_id,1]); //draw red sprite - not the quickest approach, but easy to understange for (var loop=1; loop < 11; loop += 1) { draw_sprite(spr_info,1,150+loop*40,my_id*100) } //draw yellow sprite for (var loop=1; loop <= global.stats[my_id,2]; loop += 1) { draw_sprite(spr_info,0,150+loop*40,my_id*100) } //draw button text draw_set_halign(fa_center); if global.stats[my_id,2]<10 && global.upgrades>0 { image_index=0; draw_text(x,y,"Available"); } else if global.stats[my_id,2]==10 { image_index=1; draw_text(x,y,"Maxed Out"); } else { image_index=1; draw_text(x,y,"Not Available"); }Information about object: obj_setup_buttons_and_hudSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: ///create buttons for (var loop = 1; loop < 6; loop += 1) { button=instance_create(700,100*loop,obj_button); button.my_id=loop }Step Event:execute code: ///for testing if keyboard_check_pressed(ord('R')) { show_message("Saved - Restaring"); game_restart(); } if keyboard_check_pressed(ord('S')) { scr_save_data(); show_message("All Data Saved"); } if keyboard_check_pressed(ord('Q')) { global.quest1=!global.quest1; } if keyboard_check_pressed (ord('G')) { global.gold+=100; } if keyboard_check_pressed (ord('X')) { global.upgrades+=5; }Draw Event:execute code: ///for testing draw_set_halign(fa_left); draw_text(100,50,"You Have "+string(global.upgrades)+" Upgrade Points - Press R To Restart Example#Arrow Keys To Move Character#S To Save Data - A D move pirate - Q Toggle Quest -#G For More Gold X For More Upgrade Points"); if global.quest1 draw_text(400,700,"Quest Completed"); else draw_text(400,700,"Quest Is Not Completed"); draw_text(400,720,"Gold "+string(global.gold));Information about object: obj_pirateSprite: spr_pirate
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: x=global.pirate1_x; y=global.pirate1_y;Step Event:execute code: if keyboard_check(ord('A')) { x--; } if keyboard_check(ord('D')) { x++; } if x<64 x=64; if x>room_width-64 x=room_width-64;
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