Information about object: objInvader1
Sprite: sprInvader1
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children
objInvader2
objInvader3
objInvader4
objInvader5
Mask:
objInvader2
objInvader3
objInvader4
objInvader5
No Physics Object
Create Event:
set variable global.Dir to 1
set variable image_speed to 0.1
Step Event:
execute code: if floor(random(750))=1 instance_create(x+sprite_width/2,y,objEnemyBullet);
Collision Event with object objStopper:
set variable global.Dir to global.Dir*-1
for all objInvader1: jump relative to position (16*global.Dir,32)
for all objInvader2: jump relative to position (16*global.Dir,32)
for all objInvader3: jump relative to position (16*global.Dir,32)
for all objInvader4: jump relative to position (16*global.Dir,32)
for all objInvader5: jump relative to position (16*global.Dir,32)
Collision Event with object objPlayerBullet:
destroy the instance
for other object: destroy the instance
play sound sound0; looping: false
Other Event: Animation End:
jump relative to position ((16*global.Dir),0)
Information about object: objInvader2Sprite: sprInvader2
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: objInvader1
Children:
Mask: No Physics ObjectInformation about object: objInvader3Sprite: sprInvader3
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: objInvader1
Children:
Mask: No Physics ObjectInformation about object: objInvader4Sprite: sprInvader4
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: objInvader1
Children:
Mask: No Physics ObjectInformation about object: objInvader5Sprite: sprInvader5
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: objInvader1
Children:
Mask: No Physics ObjectInformation about object: objBarrierSprite: SprBarrier
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:set variable image to 0Step Event:set variable image_single to imageCollision Event with object objInvader1:destroy the instanceCollision Event with object objPlayerBullet:execute code: image+=1; if image>4 instance_destroy();for other object: destroy the instanceCollision Event with object objEnemyBullet:for other object: destroy the instanceInformation about object: objPlayerSprite: sprPlayer
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:set variable ShotTimer to 0Step Event:execute code: hspeed=0; ShotTimer-=1; if keyboard_check(vk_left) hspeed=-4; if keyboard_check(vk_right) hspeed=4; if keyboard_check(vk_space) { if ShotTimer<0 { instance_create(x+sprite_width/2,y,objPlayerBullet); ShotTimer=15; } } EnemyCount=instance_number(objInvader1)+instance_number(objInvader2)+instance_number(objInvader3)+instance_number(objInvader4)+instance_number(objInvader5); if EnemyCount=0 { //You would advance to the next level here if show_question("You have completed the demo.## Would you like to play again?") { game_restart(); } else { game_end(); } }Collision Event with object objInvader1:execute code: if show_question("You have lost!##Would you like to play again?") { game_restart(); } else { game_end(); }Collision Event with object objEnemyBullet:execute code: if show_question("You have lost!##Would you like to play again?") { game_restart(); } else { game_end(); }Other Event: Game Start:Open a URL: 0Information about object: objStopperSprite: sprStopper
Solid: true
Visible: false
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectInformation about object: objPlayerBulletSprite: sprPlayerBullet
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:start moving in directions 000000010 with speed set to 8Information about object: objEnemyBulletSprite: sprEnemyBullet
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:start moving in directions 010000000 with speed set to 8
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