【GAMEMAKER】Treasure Hunting

 Information about object: obj_player

Sprite: spr_idle_down
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:
        y -= 4;
        break;

        case player_state.down:
        y += 4;
        break;

        case player_state.left:
        x -= 4;
        break;
   
        case player_state.right:
        x += 4;
        break;
    }
}
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;
    }
}
execute code:

///dig for treasure

if keyboard_check_pressed(ord('Z')) && global.picks>0
{ 
    global.picks--;
    instance_create(x,y,obj_x);
    instance_create(x,y,obj_has_dug);
}


Information about object: obj_treasure_here
Sprite: spr_treasure_here
Solid: false
Visible: false
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object

Information about object: obj_treasure
Sprite: spr_treasure
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object

Information about object: obj_hud
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:

global.gold=0;
global.picks=50;
Draw GUI Event:
execute code:

draw_set_colour(c_black);
draw_set_halign(fa_left);
draw_sprite(spr_pick,0,100,100);
draw_text(100,160,"Z to Dig - Picks Left "+string(global.picks));


Information about object: obj_x
Sprite: spr_no_treasure
Solid: false
Visible: true
Depth: -50
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:

other_id=noone;
distance=0;
can_show=true;
if instance_exists(obj_treasure_here)
{
    other_id=instance_nearest(x,y,obj_treasure_here);
}
alarm[0]=room_speed*3;
Alarm Event for alarm 0:
execute code:

instance_destroy();
Step Event:
execute code:

if instance_exists(other_id)
{
    distance=round(distance_to_point(other_id.x,other_id.y));
}
else
{
    distance=0;
}
Draw Event:
execute code:

draw_self();
if distance!=0 && can_show
{
    
    draw_set_colour(c_yellow);
    draw_set_halign(fa_center);
    draw_text(x,y-32,"Nearest Buried Treasure: "+string(distance)+"-Meters");
}

Information about object: obj_has_dug
Sprite: spr_has_dug
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Collision Event with object obj_treasure_here:
execute code:

instance_create(other.x,other.y,obj_treasure);
with (other) instance_destroy();

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