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: 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: ///use weapon if mouse_check_button_pressed(mb_left) { if global.weapon[global.selected,2]>0 { audio_play_sound(global.weapon[global.selected,4],1,false); global.weapon[global.selected,2]--; } else audio_play_sound(snd_no_ammo,1,false); }
Collision Event with object obj_hook_crate:
execute code: global.weapon[1,2]+=10; with (other) instance_destroy();
Collision Event with object obj_cutlass_crate:
execute code: global.weapon[2,2]+=10; with (other) instance_destroy();
Collision Event with object obj_gun_crate:
execute code: global.weapon[3,2]+=10; with (other) instance_destroy();
Information about object: obj_hook_crateSprite: spr_hook_crate
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectInformation about object: obj_cutlass_crateSprite: spr_cutlass_crate
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectInformation about object: obj_gun_crateSprite: spr_gun_crate
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectInformation about object: obj_hudSprite: spr_hud_bg
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: ///set up, inc array to hold data global.weapon[1,1]="HOOK"; global.weapon[1,2]=20; global.weapon[1,3]=spr_hook_hud; global.weapon[1,4]=snd_hook; global.weapon[2,1]="CUTLASS"; global.weapon[2,2]=10; global.weapon[2,3]=spr_cutlass_hud global.weapon[2,4]=snd_cutlass; global.weapon[3,1]="GUN"; global.weapon[3,2]=40; global.weapon[3,3]=spr_gun_hud; global.weapon[3,4]=snd_gun; //set selected weapon global.selected=1;Step Event:execute code: ///select weapon with mouse wheel if mouse_wheel_up() { global.selected-=1; if global.selected==0 global.selected=3; } if mouse_wheel_down() { global.selected+=1; if global.selected==4 global.selected=1; }Draw Event:execute code: ///comment to prevent default drawingDraw GUI Event:execute code: ///draw hud //set alpha at 50% draw_set_alpha(0.5); draw_sprite(spr_hud_bg,0, 0,550);//background //set up text draw_set_font(drawing_font); draw_set_halign(fa_center); draw_set_valign(fa_middle); //draw data for (var loop = 1; loop < 4; loop += 1) { draw_text(200+100*loop,590,global.weapon[loop,1]);//name draw_text(200+100*loop,650,global.weapon[loop,2]);//amount draw_sprite(global.weapon[loop,3],0,200+100*loop,645);//sprite //draw border if selected if loop==global.selected draw_sprite(spr_show_selected,0,200+100*loop,645); } //reset alpha to normal draw_set_alpha(1); //info draw_text(400,50,"Touch Crate To Pick Up#Middle Mouse Button Up / Down To Select#Left Mouse To Use");
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