Information about object: obj_brown_chest
Sprite: spr_brown_chest
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_chest_parent
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_chest_parent
Children:
Mask:
No Physics Object
Create Event:
execute code: my_id=1; image_speed=0; image_index=0;
Information about object: obj_brown_keySprite: spr_brown_key
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_pick_up_parent
Children:
Mask: No Physics ObjectCreate Event:execute code: my_id=1;Information about object: obj_chest_parentSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
ChildrenMask:
obj_brown_chest
obj_green_chest
obj_red_chest No Physics ObjectInformation about object: obj_green_chestSprite: spr_green_chest
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_chest_parent
Children:
Mask: No Physics ObjectCreate Event:execute code: my_id=3; image_speed=0; image_index=0;Information about object: obj_green_keySprite: spr_green_key
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_pick_up_parent
Children:
Mask: No Physics ObjectCreate Event:execute code: my_id=3;Information about object: obj_invbuttonSprite:
Solid: false
Visible: true
Depth: -1001
Persistent: false
Parent:
Children:
Mask: No Physics ObjectDraw Event:execute code: var item = global.inventory[slot]; var click = mouse_check_button_pressed(mb_left); if (abs(mouse_x - x) < 30) && (abs(mouse_y- y) < 38) { draw_set_colour(c_white); draw_rectangle(x-28,y-28,x+28,y+28,0); if (click) { if (item != -1) { scr_itemdrop_slot(slot); } if (global.mouseItem != -1) { scr_itempickup_slot(global.mouseItem,slot) } global.mouseItem = item; } if mouse_check_button_pressed(mb_right) { switch (global.inventory[slot]) { case 1: instance_create(obj_player.x,obj_player.y,obj_brown_key); break; case 2: instance_create(obj_player.x,obj_player.y,obj_red_key); break; case 3: instance_create(obj_player.x,obj_player.y,obj_green_key); break; } //remove item from inventory global.inventory[slot]=-1; } } if (item != -1) { draw_sprite(spr_items,item,x,y); }Information about object: obj_inventorySprite:
Solid: false
Visible: true
Depth: -1000
Persistent: true
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: ///Set Up global.maxItems=2;//total item slots for (var i = 0; i < 2; i += 1) { global.inventory[i] = -1; button[i] = instance_create(0,0,obj_invbutton) button[i].slot = i; } global.mouseItem=-1; instance_create(0,0,obj_mouseitem);Draw Event:execute code: ///draw the inventory var x1,x2,y1,y2; x1 = view_xview[0]+75; x2 = x1 + view_wview[0]; y1 = view_yview[0]+30; y2 = y1 + 64; draw_set_color(c_black); draw_set_alpha(0.8); draw_sprite(spr_inv_bg,0,x1,y1-25); for (var i = 0; i < global.maxItems; i += 1) { var ix = x1+64+(i * 60); var iy = y2-48; draw_sprite(spr_border,0,ix,iy) button[i].x = ix; button[i].y = iy; } draw_text(x1+100,y1+200,"P To Pick Up An Item When Touching# Click and Drag To Move & Use # Right Click To Drop");Information about object: obj_mouseitemSprite: spr_collision
Solid: false
Visible: true
Depth: -1002
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCollision Event with object obj_chest_parent:execute code: if other.my_id==global.mouseItem { with (other){ image_index=1; //instance_destroy(); } }Draw Event:execute code: var item=global.mouseItem; if (item != -1) { x = mouse_x; y = mouse_y; draw_sprite(spr_items,item,x,y); }Information about object: obj_pick_up_parentSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
ChildrenMask:
obj_brown_key
obj_green_key
obj_red_key No Physics ObjectCollision Event with object obj_player:execute code: ///Detect Keypress & Check For Empty Slot if keyboard_check_pressed(ord('P')) { if scr_itempickup(my_id)//if slot available, add to slot { instance_destroy();//then destroy instance] } else { switch (global.inventory[0]) { case 1: instance_create(obj_player.x+50,obj_player.y,obj_brown_key); break; case 2: instance_create(obj_player.x+50,obj_player.y,obj_red_key); break; case 3: instance_create(obj_player.x+50,obj_player.y,obj_green_key); break; global.inventory[0]=-1; scr_itempickup(my_id); instance_destroy(); } } }Information about object: obj_playerSprite: spr_idle_down
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate 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; } }Information about object: obj_red_chestSprite: spr_red_chest
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_chest_parent
Children:
Mask: No Physics ObjectCreate Event:execute code: my_id=2; image_speed=0; image_index=0;Information about object: obj_red_keySprite: spr_red_key
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_pick_up_parent
Children:
Mask: No Physics ObjectCreate Event:execute code: my_id=2;
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