| @@ -0,0 +1,79 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName>spriteright</spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName><undefined></parentName> | ||
| <maskName><undefined></maskName> | ||
| <events> | ||
| <event eventtype="0" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>///Calls scr_init_var | ||
|
|
||
| scriptToCall = asset_get_index(scr_init_var); | ||
| script_execute(scr_init_var) | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="3" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>///Movement | ||
|
|
||
| //Get the player's input | ||
| scriptToCall = asset_get_index(scr_move_collide); | ||
| script_execute(scr_move_collide) | ||
|
|
||
|
|
||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| </events> | ||
| <PhysicsObject>0</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>0</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints/> | ||
| </object> |
| @@ -0,0 +1,366 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName>spriteright</spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName><undefined></parentName> | ||
| <maskName><undefined></maskName> | ||
| <events> | ||
| <event eventtype="0" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>friction= .25; | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="3" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>612</id> | ||
| <kind>0</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>-1</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>1</exetype> | ||
| <functionname>action_if_variable</functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>0</kind> | ||
| <string>speed</string> | ||
| </argument> | ||
| <argument> | ||
| <kind>0</kind> | ||
| <string>6</string> | ||
| </argument> | ||
| <argument> | ||
| <kind>4</kind> | ||
| <string>2</string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>611</id> | ||
| <kind>6</kind> | ||
| <userelative>-1</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>speed</string> | ||
| </argument> | ||
| <argument> | ||
| <kind>0</kind> | ||
| <string>6</string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>x= min(x,room_width-27); | ||
| x=max (x,27); | ||
|
|
||
| y= min(y,room_width-27); | ||
| y=max (y,27); | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="4" ename="object1"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>//room_goto(rm_1) | ||
| room_goto(rm_test_isojump); | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="5" enumb="40"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>541</id> | ||
| <kind>0</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>1</exetype> | ||
| <functionname>action_sprite_set</functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>5</kind> | ||
| <sprite>spritedown</sprite> | ||
| </argument> | ||
| <argument> | ||
| <kind>0</kind> | ||
| <string>0</string> | ||
| </argument> | ||
| <argument> | ||
| <kind>0</kind> | ||
| <string>1</string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>101</id> | ||
| <kind>0</kind> | ||
| <userelative>-1</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>1</exetype> | ||
| <functionname>action_move</functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>-1</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>010000000</string> | ||
| </argument> | ||
| <argument> | ||
| <kind>0</kind> | ||
| <string>3</string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="5" enumb="39"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>541</id> | ||
| <kind>0</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>1</exetype> | ||
| <functionname>action_sprite_set</functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>5</kind> | ||
| <sprite>spriteright</sprite> | ||
| </argument> | ||
| <argument> | ||
| <kind>0</kind> | ||
| <string>0</string> | ||
| </argument> | ||
| <argument> | ||
| <kind>0</kind> | ||
| <string>1</string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>101</id> | ||
| <kind>0</kind> | ||
| <userelative>-1</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>1</exetype> | ||
| <functionname>action_move</functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>-1</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>000001000</string> | ||
| </argument> | ||
| <argument> | ||
| <kind>0</kind> | ||
| <string>3</string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="5" enumb="38"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>541</id> | ||
| <kind>0</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>1</exetype> | ||
| <functionname>action_sprite_set</functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>5</kind> | ||
| <sprite>spriteup</sprite> | ||
| </argument> | ||
| <argument> | ||
| <kind>0</kind> | ||
| <string>0</string> | ||
| </argument> | ||
| <argument> | ||
| <kind>0</kind> | ||
| <string>1</string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>101</id> | ||
| <kind>0</kind> | ||
| <userelative>-1</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>1</exetype> | ||
| <functionname>action_move</functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>-1</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>000000010</string> | ||
| </argument> | ||
| <argument> | ||
| <kind>0</kind> | ||
| <string>3</string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="5" enumb="37"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>541</id> | ||
| <kind>0</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>1</exetype> | ||
| <functionname>action_sprite_set</functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>5</kind> | ||
| <sprite>spriteleft</sprite> | ||
| </argument> | ||
| <argument> | ||
| <kind>0</kind> | ||
| <string>0</string> | ||
| </argument> | ||
| <argument> | ||
| <kind>0</kind> | ||
| <string>1</string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>101</id> | ||
| <kind>0</kind> | ||
| <userelative>-1</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>1</exetype> | ||
| <functionname>action_move</functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>-1</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>000100000</string> | ||
| </argument> | ||
| <argument> | ||
| <kind>0</kind> | ||
| <string>3</string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| </events> | ||
| <PhysicsObject>0</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>1</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints/> | ||
| </object> |
| @@ -0,0 +1,85 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName><undefined></spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName><undefined></parentName> | ||
| <maskName><undefined></maskName> | ||
| <events> | ||
| <event eventtype="0" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>maxhp = 100; | ||
| hp = 100; | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="8" enumb="64"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string> | ||
| //hp bar 1 | ||
| draw_sprite(spr_hpbar1,0,50,650); | ||
| draw_sprite(spr_hp_spool,background_hspeed-1,107,708); | ||
| draw_sprite(spr_hp_spool,background_hspeed-1,204,708); | ||
| draw_healthbar(143,705,200,741,obj_boybattle.hp / obj_boybattle.maxhp *100,c_white,c_red,c_aqua,0,false,false); | ||
|
|
||
|
|
||
|
|
||
| //hp bar 2 | ||
| draw_sprite(spr_hpbar2,0,1100,650); | ||
| draw_sprite(spr_hp_spool,background_hspeed-1,1157,708); | ||
| draw_sprite(spr_hp_spool,background_hspeed-1,1255,708); | ||
|
|
||
|
|
||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| </events> | ||
| <PhysicsObject>0</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>0</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints/> | ||
| </object> |
| @@ -0,0 +1,105 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName>spr_brd_default</spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName><undefined></parentName> | ||
| <maskName><undefined></maskName> | ||
| <events> | ||
| <event eventtype="0" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>image_speed = 0; | ||
|
|
||
| l = 0; | ||
| r = 0; | ||
| u = 0; | ||
| d = 0; | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="3" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>obj_board</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>y = obj_boybattle.y-2; | ||
|
|
||
| if global.trickDisable == 0 { | ||
| l = keyboard_check_pressed(vk_left) | ||
| r = keyboard_check_pressed(vk_right) | ||
| u = keyboard_check_pressed(vk_up) | ||
| d = keyboard_check_pressed(vk_down) | ||
|
|
||
| if obj_boybattle.left == 1{ | ||
| with obj_boybattle{ | ||
| sprite_index = spr_boybattle_flick; | ||
| } | ||
| } | ||
|
|
||
| if obj_boybattle.sprite_index = spr_boybattle_flick && keyboard_check_pressed(vk_left){ | ||
| with obj_board{ | ||
| instance_destroy() | ||
| instance_create(x,y,obj_brd_shuvit); | ||
| } | ||
| } | ||
|
|
||
| if obj_boybattle.sprite_index = spr_boybattle_flick && keyboard_check_pressed(vk_right){ | ||
| with obj_board{ | ||
| instance_destroy() | ||
| instance_create(x,y,obj_brd_kickflip); | ||
| } | ||
| } | ||
|
|
||
| } | ||
|
|
||
|
|
||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| </events> | ||
| <PhysicsObject>0</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>0</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints/> | ||
| </object> |
| @@ -0,0 +1,70 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName>spr_box1</spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName>par_obstatcles</parentName> | ||
| <maskName><undefined></maskName> | ||
| <events> | ||
| <event eventtype="0" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>///Z and depth correction | ||
| depth = -y; | ||
| z = -31; | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>///CHANGEED TP {PHYSICAHA | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| </events> | ||
| <PhysicsObject>0</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>2</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints/> | ||
| </object> |
| @@ -0,0 +1,118 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName>spr_boybattle</spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName><undefined></parentName> | ||
| <maskName><undefined></maskName> | ||
| <events> | ||
| <event eventtype="0" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>script_execute(scr_init_var_combat) | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="3" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>///EXE scr_sprite_variables | ||
| script_execute(scr_sprite_variables) | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>///Exe scr_combat | ||
| script_execute(scr_combat) | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="7" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>sprite_index = spr_boybattle; | ||
|
|
||
|
|
||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| </events> | ||
| <PhysicsObject>0</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>0</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints/> | ||
| </object> |
| @@ -0,0 +1,131 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName>spr_brd_default</spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName><undefined></parentName> | ||
| <maskName><undefined></maskName> | ||
| <events> | ||
| <event eventtype="0" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>image_speed = 0; | ||
|
|
||
| l = 0; | ||
| r = 0; | ||
| u = 0; | ||
| d = 0; | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="3" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string> | ||
| y = obj_boybattle.y-2; | ||
|
|
||
| if global.trickDisable == 0 { | ||
|
|
||
| l = keyboard_check_pressed(vk_left) | ||
| r = keyboard_check_pressed(vk_right) | ||
| u = keyboard_check_pressed(vk_up) | ||
| d = keyboard_check_pressed(vk_down) | ||
|
|
||
| if keyboard_check_pressed(vk_down){ | ||
| image_angle -= 90 | ||
| } | ||
|
|
||
|
|
||
|
|
||
| if image_angle == -360{ | ||
| with obj_boybattle{ | ||
| sprite_index = spr_boybattle_catch; | ||
| global.midtrick = 0; | ||
| } | ||
| instance_destroy(); | ||
| } | ||
|
|
||
|
|
||
|
|
||
|
|
||
| } | ||
|
|
||
| if obj_boybattle.sprite_index = spr_boybattlebail2{ | ||
| x -= 5; | ||
| image_angle -= 45; | ||
|
|
||
| } | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="7" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>instance_destroy(); | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| </events> | ||
| <PhysicsObject>0</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>0</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints/> | ||
| </object> |
| @@ -0,0 +1,128 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName>spr_brd_kickflip</spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName><undefined></parentName> | ||
| <maskName><undefined></maskName> | ||
| <events> | ||
| <event eventtype="0" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>image_speed = 0; | ||
|
|
||
| l = 0; | ||
| r = 0; | ||
| u = 0; | ||
| d = 0; | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="3" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string> | ||
| y = obj_boybattle.y-2; | ||
|
|
||
| if global.trickDisable == 0 { | ||
|
|
||
| l = keyboard_check_pressed(vk_left) | ||
| r = keyboard_check_pressed(vk_right) | ||
| u = keyboard_check_pressed(vk_up) | ||
| d = keyboard_check_pressed(vk_down) | ||
|
|
||
| image_index += keyboard_check_pressed(vk_down) | ||
|
|
||
|
|
||
|
|
||
| if image_index == 2 && sprite_index = spr_brd_kickflip{ | ||
| with obj_boybattle{ | ||
| sprite_index = spr_boybattle_catch; | ||
| global.midtrick = 0; | ||
| } | ||
| instance_destroy(); | ||
| } | ||
|
|
||
|
|
||
|
|
||
| } | ||
|
|
||
| if obj_boybattle.sprite_index = spr_boybattlebail2{ | ||
| x -= 5; | ||
| image_angle -= 45; | ||
|
|
||
| } | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="7" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>instance_destroy(); | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| </events> | ||
| <PhysicsObject>0</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>0</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints/> | ||
| </object> |
| @@ -0,0 +1,128 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName>spr_brd_kickflip</spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName><undefined></parentName> | ||
| <maskName><undefined></maskName> | ||
| <events> | ||
| <event eventtype="0" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>image_speed = 0; | ||
|
|
||
| l = 0; | ||
| r = 0; | ||
| u = 0; | ||
| d = 0; | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="3" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string> | ||
| y = obj_boybattle.y-2; | ||
|
|
||
|
|
||
| if global.trickDisable == 0 { | ||
| l = keyboard_check_pressed(vk_left) | ||
| r = keyboard_check_pressed(vk_right) | ||
| u = keyboard_check_pressed(vk_up) | ||
| d = keyboard_check_pressed(vk_down) | ||
|
|
||
| image_index += keyboard_check_pressed(vk_down) | ||
|
|
||
|
|
||
|
|
||
| if image_index == 2 && sprite_index = spr_brd_kickflip{ | ||
| with obj_boybattle{ | ||
| sprite_index = spr_boybattle_catch; | ||
| global.midtrick = 0; | ||
| } | ||
| instance_destroy(); | ||
| } | ||
|
|
||
|
|
||
|
|
||
| } | ||
|
|
||
| if obj_boybattle.sprite_index = spr_boybattlebail2{ | ||
| x -= 5; | ||
| image_angle -= 45; | ||
|
|
||
| } | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="7" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>instance_destroy(); | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| </events> | ||
| <PhysicsObject>0</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>0</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints/> | ||
| </object> |
| @@ -0,0 +1,134 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName>spr_brd_shuvit</spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName><undefined></parentName> | ||
| <maskName><undefined></maskName> | ||
| <events> | ||
| <event eventtype="0" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>image_speed = 0; | ||
|
|
||
| l = 0; | ||
| r = 0; | ||
| u = 0; | ||
| d = 0; | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="3" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string> | ||
| y = obj_boybattle.y-2; | ||
|
|
||
| if global.trickDisable == 0 { | ||
|
|
||
| l = keyboard_check_pressed(vk_left) | ||
| r = keyboard_check_pressed(vk_right) | ||
| u = keyboard_check_pressed(vk_up) | ||
| d = keyboard_check_pressed(vk_down) | ||
|
|
||
| image_index += keyboard_check_pressed(vk_up) | ||
|
|
||
| if keyboard_check_pressed(vk_down){ | ||
| instance_destroy(); | ||
| instance_create(x,y,obj_brd_impossible); | ||
| } | ||
|
|
||
| if image_index < 1{ | ||
| with obj_boybattle{ | ||
| } | ||
| } | ||
|
|
||
| if image_index == 1 && sprite_index = spr_brd_shuvit{ | ||
| with obj_boybattle{ | ||
| sprite_index = spr_boybattle_catch; | ||
| global.midtrick = 0; | ||
| } | ||
| instance_destroy(); | ||
| } | ||
|
|
||
|
|
||
| } | ||
|
|
||
| if obj_boybattle.sprite_index = spr_boybattlebail2{ | ||
| x -= 5; | ||
| image_angle -= 45; | ||
| } | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="7" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>instance_destroy(); | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| </events> | ||
| <PhysicsObject>0</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>0</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints/> | ||
| </object> |
| @@ -0,0 +1,48 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName>spr_floor</spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName><undefined></parentName> | ||
| <maskName><undefined></maskName> | ||
| <events> | ||
| <event eventtype="0" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>///Floor tile | ||
|
|
||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| </events> | ||
| <PhysicsObject>0</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>0</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints/> | ||
| </object> |
| @@ -0,0 +1,52 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName><undefined></spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName><undefined></parentName> | ||
| <maskName><undefined></maskName> | ||
| <events> | ||
| <event eventtype="8" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>with obj_boybattle | ||
| { | ||
| draw_text(64,64, "keylog:" +keys) | ||
| draw_text(64,84, "timeTotal:" +string(timeTotal) ) | ||
|
|
||
| } | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| </events> | ||
| <PhysicsObject>0</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>0</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints/> | ||
| </object> |
| @@ -0,0 +1,133 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName>spr_gringo_0</spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName><undefined></parentName> | ||
| <maskName><undefined></maskName> | ||
| <events> | ||
| <event eventtype="0" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>///Initializing variables | ||
| //initializing variables for movement x y | ||
| characterDirection = direction; | ||
| xSpeed = 0; | ||
| ySeed = 0; | ||
| speedLimit = 0; | ||
|
|
||
| //will worry about jump speed later, remember -y | ||
| jumpSpeed = 0; | ||
|
|
||
| //setting my own friction because fuck gml's | ||
| frict = 0; | ||
|
|
||
| //Movement input | ||
| keyboardMove = 0; | ||
| gamepadMove = 0; | ||
| //if game pade move is on need to set deadzone | ||
| gamepad_set_axis_deadzone(0, .22); | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="3" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string> | ||
|
|
||
|
|
||
|
|
||
| //Change the first argument to increase or decrease the amount of friction | ||
| script_execute(scr_friction, .1); | ||
|
|
||
| //CHange the first argument to augment max speed | ||
| //script_execute(scr_arrow_move, 4); | ||
| //script_execute(scr_wasd_move, 4); | ||
| //script_execute(scr_gamepad_move, 4); | ||
| script_execute(scr_joypad_move, 4); | ||
|
|
||
|
|
||
| if (speed > 0) | ||
| { | ||
| if (characterDirection == 0) | ||
| { | ||
| if( x < xprevious ) | ||
| { | ||
| sprite_index = spr_gringo_turn_180; | ||
| }//end if | ||
| else | ||
| { | ||
| sprite_index = spr_gringo_0_kick; | ||
| }//end else | ||
| }//end if | ||
|
|
||
| }//end if | ||
| else | ||
| { | ||
| if (characterDirection == 0) | ||
| { | ||
| sprite_index = spr_gringo_0; | ||
| }//end if | ||
|
|
||
| }//end else | ||
|
|
||
| //--------------------- | ||
| //--Speed Limit | ||
| //--------------------- | ||
| //Make a speed limit that continually subtracts from the movement speed until | ||
| //it reaches back to 0 | ||
|
|
||
|
|
||
|
|
||
|
|
||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| </events> | ||
| <PhysicsObject>0</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>0</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints/> | ||
| </object> |
| @@ -0,0 +1,203 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName>spr_gringo_0</spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName><undefined></parentName> | ||
| <maskName><undefined></maskName> | ||
| <events> | ||
| <event eventtype="0" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>//initialize variables for 8 way direction | ||
|
|
||
| sprDirection = 0; | ||
| magnitude = 0; | ||
| xAxes = 0; | ||
| yAxis = 0; | ||
|
|
||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="3" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>//input from gamepad | ||
| xAxis = gamepad_axis_value(0, gp_axislh); | ||
| yAxis = gamepad_axis_value(0, gp_axislv); | ||
|
|
||
| //magnitude | ||
| magnitude = point_distance( 0,0, xAxis, yAxis); | ||
|
|
||
| //move the character | ||
| if (magnitude >= 0.6) | ||
| { | ||
| if (abs(xAxis) > 0.44) | ||
| { | ||
| phy_speed_x = 3 * xAxis; | ||
| }//end if | ||
| else | ||
| { | ||
| phy_speed_x = 0; | ||
| }//end else | ||
|
|
||
| if (abs(yAxis) > 0.44) | ||
| { | ||
| phy_speed_y = 3 * xAxis; | ||
| }//end if | ||
| else | ||
| { | ||
| phy_speed_y = 0; | ||
| }//end else | ||
|
|
||
| }//end if | ||
|
|
||
| //getting the direction of the character | ||
| if(magnitude > 0.6) | ||
| { | ||
| sprDirection = (point_direction(0,0, xAxis, yAxis) + 22.5) div 45; | ||
| }//end if | ||
|
|
||
| //set sprite | ||
| //Switch statements are fucking weird but what this is basicly saying is that | ||
| //IF the magnitude, the amount of distance in the joy stick | ||
| if (magnitude >= 0.6) | ||
| { | ||
| switch(sprDirection) | ||
| { | ||
| case 0: | ||
| sprite_index = spr_gringo_0_kick; | ||
| break; | ||
|
|
||
| case 1: | ||
| sprite_index = spr_gringo_26_kick; | ||
| break; | ||
|
|
||
| case 2: | ||
| sprite_index = spr_gringo_90_kick; | ||
| break; | ||
|
|
||
| case 3: | ||
| sprite_index = spr_gringo_154_kick; | ||
| break; | ||
|
|
||
| case 4: | ||
| sprite_index = spr_gringo_180_kick; | ||
| break; | ||
|
|
||
| case 5: | ||
| sprite_index = spr_gringo_206_kick; | ||
| break; | ||
|
|
||
| case 6: | ||
| sprite_index = spr_gringo_270_kick; | ||
| break; | ||
|
|
||
| case 7: | ||
| sprite_index = spr_gringo_333_kick; | ||
| break; | ||
|
|
||
| case 8: | ||
| sprite_index = spr_gringo_0_kick; | ||
| break; | ||
| }//end switch | ||
|
|
||
| } | ||
| //idle animation | ||
| else | ||
| { | ||
| switch(sprDirection) | ||
| { | ||
| case 0: | ||
| sprite_index = spr_gringo_0; | ||
| break; | ||
|
|
||
| case 1: | ||
| sprite_index = spr_gringo_26; | ||
| break; | ||
|
|
||
| case 2: | ||
| sprite_index = spr_gringo_90; | ||
| break; | ||
|
|
||
| case 3: | ||
| sprite_index = spr_gringo_154; | ||
| break; | ||
|
|
||
| case 4: | ||
| sprite_index = spr_gringo_180; | ||
| break; | ||
|
|
||
| case 5: | ||
| sprite_index = spr_gringo_206; | ||
| break; | ||
|
|
||
| case 6: | ||
| sprite_index = spr_gringo_270; | ||
| break; | ||
|
|
||
| case 7: | ||
| sprite_index = spr_gringo_333; | ||
| break; | ||
|
|
||
| case 8: | ||
| sprite_index = spr_gringo_0; | ||
| break; | ||
| }//end switch | ||
| }//end else | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| </events> | ||
| <PhysicsObject>-1</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>1</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>6</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints> | ||
| <point>16,60</point> | ||
| <point>42,60</point> | ||
| <point>42,76</point> | ||
| <point>16,76</point> | ||
| </PhysicsShapePoints> | ||
| </object> |
| @@ -0,0 +1,49 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName>spr_sidewalk</spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName>par_obstatcles</parentName> | ||
| <maskName><undefined></maskName> | ||
| <events> | ||
| <event eventtype="0" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>///Z and depth correction | ||
| depth=-y; | ||
| z=-16; | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| </events> | ||
| <PhysicsObject>0</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>0</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints/> | ||
| </object> |
| @@ -0,0 +1,244 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName>spr_jrodT</spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName><undefined></parentName> | ||
| <maskName><undefined></maskName> | ||
| <events> | ||
| <event eventtype="0" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string> | ||
|
|
||
| z = 0; // Current z position | ||
| zspeed = 0; // vertical speed | ||
| zheight = 81; //how tall the sprite is | ||
| zbottom = 0; //where the floor is | ||
| zgravity = 1; //gravity pulling down | ||
|
|
||
| friction = .08; | ||
|
|
||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="3" enumb="2"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>///SETS Z BOTTOM | ||
| script_execute(scr_z_bottom)//sets Z Bottom | ||
|
|
||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>///Depth ordering | ||
| depth = -y; | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="3" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>///Input Logic | ||
|
|
||
| if keyboard_check(vk_left){ | ||
| hspeed -= 2; | ||
|
|
||
| } | ||
| if keyboard_check(vk_right){ | ||
| hspeed += 2; | ||
|
|
||
| } | ||
| if keyboard_check(vk_up){ | ||
| vspeed -= 2; | ||
|
|
||
| } | ||
| if keyboard_check(vk_down){ | ||
| vspeed += 2; | ||
|
|
||
| } | ||
|
|
||
|
|
||
| if speed > 5{ | ||
| speed = 5; | ||
| } | ||
|
|
||
|
|
||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>///z LOGIC | ||
|
|
||
| script_execute(scr_z_logic)// Z LOGIC | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="4" ename="par_obstatcles"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>///SMOOTH COLLISION | ||
| script_execute(scr_smooth_collision)//provides height collision | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| <event eventtype="8" enumb="0"> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>///DRAW SPRITE FOR Z MANIPULATION | ||
|
|
||
| draw_sprite(spr_jrodT,0,x,y+z); | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| <action> | ||
| <libid>1</libid> | ||
| <id>603</id> | ||
| <kind>7</kind> | ||
| <userelative>0</userelative> | ||
| <isquestion>0</isquestion> | ||
| <useapplyto>-1</useapplyto> | ||
| <exetype>2</exetype> | ||
| <functionname></functionname> | ||
| <codestring></codestring> | ||
| <whoName>self</whoName> | ||
| <relative>0</relative> | ||
| <isnot>0</isnot> | ||
| <arguments> | ||
| <argument> | ||
| <kind>1</kind> | ||
| <string>///Shadow Logic | ||
| script_execute(scr_shadow_logic); | ||
| </string> | ||
| </argument> | ||
| </arguments> | ||
| </action> | ||
| </event> | ||
| </events> | ||
| <PhysicsObject>0</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>0</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints/> | ||
| </object> |
| @@ -0,0 +1,23 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <object> | ||
| <spriteName><undefined></spriteName> | ||
| <solid>0</solid> | ||
| <visible>-1</visible> | ||
| <depth>0</depth> | ||
| <persistent>0</persistent> | ||
| <parentName><undefined></parentName> | ||
| <maskName><undefined></maskName> | ||
| <events/> | ||
| <PhysicsObject>0</PhysicsObject> | ||
| <PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
| <PhysicsObjectShape>0</PhysicsObjectShape> | ||
| <PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
| <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
| <PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
| <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
| <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
| <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
| <PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
| <PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
| <PhysicsShapePoints/> | ||
| </object> |
| @@ -0,0 +1,114 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <assets> | ||
| <Configs name="configs"> | ||
| <Config>Configs\Default</Config> | ||
| </Configs> | ||
| <NewExtensions/> | ||
| <sounds name="sound"/> | ||
| <sprites name="sprites"> | ||
| <sprites name="jack"> | ||
| <sprite>sprites\spritedown</sprite> | ||
| <sprite>sprites\spriteright</sprite> | ||
| <sprite>sprites\spritecool</sprite> | ||
| <sprite>sprites\spriteleft</sprite> | ||
| <sprite>sprites\sprite5</sprite> | ||
| <sprite>sprites\spr_floor</sprite> | ||
| <sprite>sprites\spriteup</sprite> | ||
| <sprite>sprites\sprite32</sprite> | ||
| </sprites> | ||
| <sprites name="Boy"> | ||
| <sprite>sprites\spr_boybattle</sprite> | ||
| <sprite>sprites\spr_boybattle_land</sprite> | ||
| <sprite>sprites\spr_boybattle_catch</sprite> | ||
| <sprite>sprites\spr_boybattleP</sprite> | ||
| <sprite>sprites\spr_boybattle_recover</sprite> | ||
| <sprite>sprites\spr_boybattle_sketch</sprite> | ||
| <sprite>sprites\spr_boybattlebail</sprite> | ||
| <sprite>sprites\spr_boybattlebail2</sprite> | ||
| <sprite>sprites\spr_boybattle_ground</sprite> | ||
| <sprite>sprites\spr_boybattle_jump</sprite> | ||
| <sprite>sprites\spr_boybattle_trick</sprite> | ||
| <sprite>sprites\spr_boybattle_flick</sprite> | ||
| <sprite>sprites\spr_boybattle_trick2</sprite> | ||
| </sprites> | ||
| <sprites name="Board"> | ||
| <sprite>sprites\spr_brd_default</sprite> | ||
| <sprite>sprites\spr_brd_kickflip</sprite> | ||
| <sprite>sprites\spr_brd_shuvit</sprite> | ||
| </sprites> | ||
| <sprites name="Jrod"> | ||
| <sprite>sprites\spr_jrodT</sprite> | ||
| </sprites> | ||
| <sprites name="HpBars"> | ||
| <sprite>sprites\spr_hpbar1</sprite> | ||
| <sprite>sprites\spr_hpbar2</sprite> | ||
| <sprite>sprites\spr_hp_spool</sprite> | ||
| </sprites> | ||
| <sprites name="Obstacle"> | ||
| <sprite>sprites\spr_box1</sprite> | ||
| <sprite>sprites\spr_sidewalk</sprite> | ||
| </sprites> | ||
| <sprites name="Shadow"> | ||
| <sprite>sprites\spr_shadow</sprite> | ||
| </sprites> | ||
| <sprites name="gringo"> | ||
| <sprites name="overworld"> | ||
| <sprite>sprites\spr_gringo_0</sprite> | ||
| <sprite>sprites\spr_gringo_turn_180</sprite> | ||
| <sprite>sprites\spr_gringo_0_kick</sprite> | ||
| <sprite>sprites\spr_gringo_26</sprite> | ||
| <sprite>sprites\spr_gringo_26_kick</sprite> | ||
| <sprite>sprites\spr_gringo_90</sprite> | ||
| <sprite>sprites\spr_gringo_90_kick</sprite> | ||
| <sprite>sprites\spr_gringo_154</sprite> | ||
| <sprite>sprites\spr_gringo_154_kick</sprite> | ||
| <sprite>sprites\spr_gringo_180</sprite> | ||
| <sprite>sprites\spr_gringo_180_kick</sprite> | ||
| <sprite>sprites\spr_gringo_206</sprite> | ||
| <sprite>sprites\spr_gringo_206_kick</sprite> | ||
| <sprite>sprites\spr_gringo_270</sprite> | ||
| <sprite>sprites\spr_gringo_270_kick</sprite> | ||
| <sprite>sprites\spr_gringo_333</sprite> | ||
| <sprite>sprites\spr_gringo_333_kick</sprite> | ||
| <sprites name="ollie"> | ||
| <sprite>sprites\spr_gringo_ollie_0</sprite> | ||
| <sprite>sprites\spr_gringo_ollie_26</sprite> | ||
| <sprite>sprites\spr_gringo_ollie_90</sprite> | ||
| <sprite>sprites\spr_gringo_ollie_154</sprite> | ||
| <sprite>sprites\spr_gringo_ollie_180</sprite> | ||
| <sprite>sprites\spr_gringo_ollie_206</sprite> | ||
| <sprite>sprites\spr_gringo_ollie_270</sprite> | ||
| <sprite>sprites\spr_gringo_ollie_333</sprite> | ||
| </sprites> | ||
| </sprites> | ||
| </sprites> | ||
| </sprites> | ||
| <backgrounds name="background"> | ||
| <background>background\background0</background> | ||
| <background>background\battleroom</background> | ||
| <background>background\bg_battleback</background> | ||
| </backgrounds> | ||
| <paths name="paths"/> | ||
| <scripts name="scripts"> | ||
| <script>scripts\scr_friction.gml</script> | ||
| <script>scripts\scr_arrow_move.gml</script> | ||
| <script>scripts\scr_wasd_move.gml</script> | ||
| <script>scripts\scr_gamepad_move.gml</script> | ||
| <script>scripts\scr_joypad_move.gml</script> | ||
| </scripts> | ||
| <objects name="objects"> | ||
| <object>objects\obj_pc</object> | ||
| <object>objects\obj_player</object> | ||
| </objects> | ||
| <rooms name="rooms"> | ||
| <room>rooms\room2</room> | ||
| </rooms> | ||
| <help> | ||
| <rtf>help.rtf</rtf> | ||
| </help> | ||
| <TutorialState> | ||
| <IsTutorial>0</IsTutorial> | ||
| <TutorialName></TutorialName> | ||
| <TutorialPage>0</TutorialPage> | ||
| </TutorialState> | ||
| </assets> |
| @@ -0,0 +1,86 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <room> | ||
| <caption></caption> | ||
| <width>500</width> | ||
| <height>500</height> | ||
| <vsnap>32</vsnap> | ||
| <hsnap>32</hsnap> | ||
| <isometric>0</isometric> | ||
| <speed>60</speed> | ||
| <persistent>0</persistent> | ||
| <colour>12632256</colour> | ||
| <showcolour>-1</showcolour> | ||
| <code></code> | ||
| <enableViews>0</enableViews> | ||
| <clearViewBackground>-1</clearViewBackground> | ||
| <clearDisplayBuffer>-1</clearDisplayBuffer> | ||
| <makerSettings> | ||
| <isSet>0</isSet> | ||
| <w>0</w> | ||
| <h>0</h> | ||
| <showGrid>0</showGrid> | ||
| <showObjects>0</showObjects> | ||
| <showTiles>0</showTiles> | ||
| <showBackgrounds>0</showBackgrounds> | ||
| <showForegrounds>0</showForegrounds> | ||
| <showViews>0</showViews> | ||
| <deleteUnderlyingObj>0</deleteUnderlyingObj> | ||
| <deleteUnderlyingTiles>0</deleteUnderlyingTiles> | ||
| <page>0</page> | ||
| <xoffset>0</xoffset> | ||
| <yoffset>0</yoffset> | ||
| </makerSettings> | ||
| <backgrounds> | ||
| <background visible="-1" foreground="0" name="battleroom" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/> | ||
| <background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/> | ||
| <background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/> | ||
| <background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/> | ||
| <background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/> | ||
| <background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/> | ||
| <background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/> | ||
| <background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/> | ||
| </backgrounds> | ||
| <views> | ||
| <view visible="0" objName="<undefined>" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/> | ||
| <view visible="0" objName="<undefined>" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/> | ||
| <view visible="0" objName="<undefined>" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/> | ||
| <view visible="0" objName="<undefined>" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/> | ||
| <view visible="0" objName="<undefined>" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/> | ||
| <view visible="0" objName="<undefined>" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/> | ||
| <view visible="0" objName="<undefined>" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/> | ||
| <view visible="0" objName="<undefined>" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/> | ||
| </views> | ||
| <instances> | ||
| <instance objName="obj_floor" x="0" y="480" name="inst_8F177E61" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="0" y="480" name="inst_27101AE1" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="32" y="480" name="inst_325FDD76" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="32" y="480" name="inst_60C60AE9" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="32" y="480" name="inst_A72C249B" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="64" y="480" name="inst_706CD70E" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="96" y="480" name="inst_06EF0652" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="128" y="480" name="inst_44BB8037" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="160" y="480" name="inst_641D4371" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="192" y="480" name="inst_19C5E644" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="224" y="480" name="inst_BE812089" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="256" y="480" name="inst_84A46D4F" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="288" y="480" name="inst_A3889942" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="320" y="480" name="inst_5C31B0CF" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="352" y="480" name="inst_A2DA89AB" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="384" y="480" name="inst_7DDF80AF" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="384" y="480" name="inst_2D2DAED2" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="416" y="480" name="inst_D65FC3B0" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="416" y="480" name="inst_CFFBEFCC" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="512" y="480" name="inst_E8520940" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="448" y="480" name="inst_35D269A1" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| <instance objName="obj_floor" x="480" y="480" name="inst_231D2B7E" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/> | ||
| </instances> | ||
| <tiles/> | ||
| <PhysicsWorld>0</PhysicsWorld> | ||
| <PhysicsWorldTop>0</PhysicsWorldTop> | ||
| <PhysicsWorldLeft>0</PhysicsWorldLeft> | ||
| <PhysicsWorldRight>1024</PhysicsWorldRight> | ||
| <PhysicsWorldBottom>768</PhysicsWorldBottom> | ||
| <PhysicsWorldGravityX>0</PhysicsWorldGravityX> | ||
| <PhysicsWorldGravityY>10</PhysicsWorldGravityY> | ||
| <PhysicsWorldPixToMeters>0.100000001490116</PhysicsWorldPixToMeters> | ||
| </room> |
| @@ -0,0 +1,67 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <room> | ||
| <caption></caption> | ||
| <width>1024</width> | ||
| <height>500</height> | ||
| <vsnap>8</vsnap> | ||
| <hsnap>8</hsnap> | ||
| <isometric>0</isometric> | ||
| <speed>30</speed> | ||
| <persistent>-1</persistent> | ||
| <colour>12632256</colour> | ||
| <showcolour>-1</showcolour> | ||
| <code></code> | ||
| <enableViews>-1</enableViews> | ||
| <clearViewBackground>-1</clearViewBackground> | ||
| <clearDisplayBuffer>-1</clearDisplayBuffer> | ||
| <makerSettings> | ||
| <isSet>0</isSet> | ||
| <w>0</w> | ||
| <h>0</h> | ||
| <showGrid>0</showGrid> | ||
| <showObjects>0</showObjects> | ||
| <showTiles>0</showTiles> | ||
| <showBackgrounds>0</showBackgrounds> | ||
| <showForegrounds>0</showForegrounds> | ||
| <showViews>0</showViews> | ||
| <deleteUnderlyingObj>0</deleteUnderlyingObj> | ||
| <deleteUnderlyingTiles>0</deleteUnderlyingTiles> | ||
| <page>0</page> | ||
| <xoffset>0</xoffset> | ||
| <yoffset>0</yoffset> | ||
| </makerSettings> | ||
| <backgrounds> | ||
| <background visible="-1" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="-2" vspeed="0" stretch="0"/> | ||
| <background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/> | ||
| <background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/> | ||
| <background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/> | ||
| <background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/> | ||
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| </room> |
| @@ -0,0 +1,67 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
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| <width>500</width> | ||
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| <tiles/> | ||
| <PhysicsWorld>0</PhysicsWorld> | ||
| <PhysicsWorldTop>0</PhysicsWorldTop> | ||
| <PhysicsWorldLeft>0</PhysicsWorldLeft> | ||
| <PhysicsWorldRight>1024</PhysicsWorldRight> | ||
| <PhysicsWorldBottom>768</PhysicsWorldBottom> | ||
| <PhysicsWorldGravityX>0</PhysicsWorldGravityX> | ||
| <PhysicsWorldGravityY>10</PhysicsWorldGravityY> | ||
| <PhysicsWorldPixToMeters>0.100000001490116</PhysicsWorldPixToMeters> | ||
| </room> |
| @@ -0,0 +1,65 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <room> | ||
| <caption></caption> | ||
| <width>1024</width> | ||
| <height>768</height> | ||
| <vsnap>32</vsnap> | ||
| <hsnap>32</hsnap> | ||
| <isometric>0</isometric> | ||
| <speed>30</speed> | ||
| <persistent>0</persistent> | ||
| <colour>12632256</colour> | ||
| <showcolour>-1</showcolour> | ||
| <code></code> | ||
| <enableViews>0</enableViews> | ||
| <clearViewBackground>-1</clearViewBackground> | ||
| <clearDisplayBuffer>-1</clearDisplayBuffer> | ||
| <makerSettings> | ||
| <isSet>0</isSet> | ||
| <w>0</w> | ||
| <h>0</h> | ||
| <showGrid>0</showGrid> | ||
| <showObjects>0</showObjects> | ||
| <showTiles>0</showTiles> | ||
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| <showForegrounds>0</showForegrounds> | ||
| <showViews>0</showViews> | ||
| <deleteUnderlyingObj>0</deleteUnderlyingObj> | ||
| <deleteUnderlyingTiles>0</deleteUnderlyingTiles> | ||
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| <PhysicsWorldBottom>768</PhysicsWorldBottom> | ||
| <PhysicsWorldGravityX>0</PhysicsWorldGravityX> | ||
| <PhysicsWorldGravityY>0</PhysicsWorldGravityY> | ||
| <PhysicsWorldPixToMeters>0.100000001490116</PhysicsWorldPixToMeters> | ||
| </room> |
| @@ -0,0 +1,63 @@ | ||
| <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
| <room> | ||
| <caption></caption> | ||
| <width>1024</width> | ||
| <height>768</height> | ||
| <vsnap>32</vsnap> | ||
| <hsnap>32</hsnap> | ||
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| <speed>60</speed> | ||
| <persistent>0</persistent> | ||
| <colour>12632256</colour> | ||
| <showcolour>-1</showcolour> | ||
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| <enableViews>0</enableViews> | ||
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| <clearDisplayBuffer>-1</clearDisplayBuffer> | ||
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| <w>0</w> | ||
| <h>0</h> | ||
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| <PhysicsWorldBottom>768</PhysicsWorldBottom> | ||
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| <PhysicsWorldPixToMeters>0.100000001490116</PhysicsWorldPixToMeters> | ||
| </room> |
| @@ -0,0 +1,57 @@ | ||
| //NOTES | ||
| /* | ||
| continue adding the movement script for all directions. | ||
| I may need to rework the motion add function as you tend to be | ||
| very slippery. Also need to work in the jumping animations tied | ||
| to what direction you are moving. I may decide to put that into | ||
| the same script with the movement. perhaps. I dunno. | ||
| TO DO: | ||
| Still need to work on the battle system, [] | ||
| Getting collisions to work sightly better, [xish] | ||
| Disable movement while jumping, [xish] | ||
| Abstract controls so they are rebindable [] | ||
| Continue cleaning the enviroment a bit [WIP] | ||
| Trying to figure out how to get each ollie | ||
| animation to correctly display depending | ||
| on the degrees!!!!! [x] | ||
| Improved the movement. It's passable by now. DOWN still needs | ||
| animation. Collision was slightly fixed by changing the origin | ||
| of the sprite. Cleaned a little bit. Still need to make it so | ||
| you can't instantly reverse direction. Kick animation needs to be | ||
| synced so that when you begin moving it starts at a kick. The easiest | ||
| approach seems to be changing the actual frames around. | ||
| Battle system will include not only simple tricks with directional | ||
| input but also combos with string system I have previously | ||
| entertained. I need to figure out a special move to add so I can test | ||
| it. | ||
| In the battle system I would like opponents side by side as the | ||
| backgroung scrolls and each of them will be tricking. There will be | ||
| a "ollie" bar showing how high you can ollie. Each button should | ||
| correspond with an onscreen button appearing and when player inputs | ||
| combos they should either light up or change to the name of the combo. | ||
| If either npc or player bails they should fall on the ground and slide | ||
| off screen and then roll back up to meet the challenger. Each successive | ||
| trick and combo will reduce the opposing member's hp until 0. | ||
| The party with 0 hp will be the loser. Once battles end player will be | ||
| rewarded somehow with either acsess to new tricks or compensation Or not. | ||
| */ |
| @@ -0,0 +1,48 @@ | ||
| ///Movement code bro | ||
| //------------------ | ||
| //--Keyboard Movement | ||
| //------------------ | ||
|
|
||
| var speedLimit | ||
|
|
||
| speedLimit = argument0 | ||
|
|
||
| if (keyboard_check(vk_right)) | ||
| { | ||
| motion_set(0,speedLimit); | ||
| } | ||
|
|
||
| if (keyboard_check(vk_left)) | ||
| { | ||
| motion_set(180,speedLimit); | ||
| } | ||
|
|
||
| if (keyboard_check(vk_up)) | ||
| { | ||
| motion_set(90,speedLimit); | ||
| } | ||
|
|
||
| if (keyboard_check(vk_down)) | ||
| { | ||
| motion_set(270,speedLimit); | ||
| } | ||
|
|
||
|
|
||
|
|
||
| if (keyboard_check(vk_right) && keyboard_check(vk_up)) | ||
| { | ||
| motion_set(26,speedLimit); | ||
| } | ||
| if (keyboard_check(vk_left) && keyboard_check(vk_up)) | ||
| { | ||
| motion_set(154,speedLimit); | ||
| } | ||
| if (keyboard_check(vk_right) && keyboard_check(vk_down)) | ||
| { | ||
| motion_set(333,speedLimit); | ||
| } | ||
| if (keyboard_check(vk_left) && keyboard_check(vk_down)) | ||
| { | ||
| motion_set(206,speedLimit); | ||
| } | ||
|
|
| @@ -0,0 +1,233 @@ | ||
| if midtrick = 0 && global.trickDisable = 0 { | ||
| key_left = keyboard_check_pressed(vk_left); | ||
| key_up = keyboard_check_pressed(vk_up); | ||
| key_right = keyboard_check_pressed(vk_right); | ||
|
|
||
| } | ||
|
|
||
| if global.jumpDisable == 0 { | ||
| key_jump = keyboard_check_released(vk_space); | ||
| key_jump_held = keyboard_check(vk_space); | ||
| } | ||
|
|
||
|
|
||
| /*may not need this | ||
| move = key_left + key_right; | ||
| hsp = move * movespeed; | ||
| */ | ||
| //===================Gravity=================== | ||
|
|
||
| if (vsp < 10) vsp += grav; | ||
|
|
||
| //jump | ||
|
|
||
| //making it so I know when im on the gound | ||
| if (place_meeting(x,y+1,obj_floor)) { | ||
| global.ground = 1; | ||
| board = 0; | ||
| key_left = 0; | ||
| }else{ | ||
| global.ground = 0; | ||
| } | ||
|
|
||
| //this is an attempt to make it so shit wont trigger while bailing -not working | ||
| if sprite_index = ani_squat && keyboard_check_released(vk_space) && (board == 0) { | ||
| image_index = 0; | ||
| sprite_index = ani_jump; | ||
| //sprite_index = spr_boybattle_jump; //Trying to abstract | ||
| image_speed = 0.05; | ||
| vsp = key_jump * -jumpspeed; | ||
| global.jumpDisable = 1; | ||
| } | ||
|
|
||
| /* | ||
| if ((key_jump == 1) && (sprite_index != spr_boybattle_jump)&& (board == 0)) | ||
| { | ||
| image_index = 0; | ||
| sprite_index = spr_boybattle_jump; | ||
| image_speed = 0.05; | ||
| } | ||
| */ | ||
|
|
||
| if ((sprite_index = ani_jump) && (image_index == 1) ) | ||
| { | ||
| image_index = 0; | ||
| sprite_index = ani_stand; | ||
| } | ||
|
|
||
|
|
||
| // trick input | ||
| if (!place_meeting(x,y+1,obj_floor)) | ||
| { | ||
| trick_input = 1; | ||
| } | ||
| else | ||
| { | ||
|
|
||
| trick_input = 0; | ||
|
|
||
| } | ||
|
|
||
|
|
||
| //makes it so can only ollie anim when on ground | ||
| // | ||
| //got ride of global.bail because it wasn't working. Need to figure out how to disable all controls | ||
| //while bailing is happening. | ||
| if ((key_jump_held == 1 ) && (place_meeting(x,y+1,obj_floor))) | ||
| { | ||
| sprite_index = ani_squat; | ||
|
|
||
| } | ||
|
|
||
| if image_index = 1 && sprite_index = ani_squat | ||
| { | ||
| image_speed = 0; | ||
| } | ||
|
|
||
| //Horizontal collision | ||
|
|
||
| if (place_meeting(x+hsp,y,obj_floor)) | ||
| { | ||
|
|
||
| while (!place_meeting(x+sign(hsp),y,obj_floor)) | ||
| { | ||
| x += sign(hsp); | ||
| } | ||
|
|
||
| hsp = 0; | ||
| } | ||
|
|
||
|
|
||
| /*Vertical Collision | ||
| */ | ||
|
|
||
| if (place_meeting(x,y+vsp,obj_floor)) | ||
| { | ||
| while (!place_meeting(x,y + sign(vsp),obj_floor)) | ||
| { | ||
| y += sign(vsp); | ||
| } | ||
|
|
||
| vsp = 0; | ||
| } | ||
|
|
||
| x += hsp; | ||
| y += vsp; | ||
|
|
||
| /* | ||
| my_board.x = x + x_offset; | ||
| my_board.y = y + y_offset; | ||
| */ | ||
|
|
||
| //Tricks and shit | ||
|
|
||
| //Board Creation | ||
|
|
||
|
|
||
| //board removal | ||
| if board == 0 { | ||
| with obj_board{ | ||
| instance_destroy(); | ||
| } | ||
|
|
||
| } | ||
|
|
||
|
|
||
| if key_left == 1 && trick_input == 1 && board == 0 { | ||
| sprite_index = ani_trick1; | ||
| instance_create(x+29,y,obj_board) | ||
| board = 1; | ||
| left = 1; | ||
| global.midtrick = 1; | ||
| } | ||
|
|
||
| if bail_animation = 1{ | ||
| with obj_board{ | ||
| instance_destroy(); | ||
| } | ||
| } | ||
|
|
||
|
|
||
| if sprite_index = ani_perfect || sprite_index = ani_stand{ | ||
| global.midtrick = 0; | ||
| } | ||
|
|
||
| /*Landing animation. I'm putting it even though most of the code | ||
| Switching to the landing animation is in with the tricks. After brief, | ||
| 20 seconds of my time, search I could not figure out how to check to see | ||
| if the image_index was at the end of its list. Without knowing how to do this | ||
| I will manually define the end of each trick image_index and with it when | ||
| the meeting of the ground and finishing of trick counts as a success. For | ||
| whatever reason my organization values are set to tells me to put the landing | ||
| sprite change back to starting here. | ||
| */ | ||
|
|
||
| if sprite_index = ani_catch && global.ground = 1{ | ||
| sprite_index = ani_land; | ||
| } | ||
|
|
||
| if sprite_index = ani_land && image_index = 2{ | ||
| sprite_index = ani_stand; | ||
|
|
||
| } | ||
|
|
||
|
|
||
| //Bailing animation. Need to figure out how to disable all trick input while bailing is happening. | ||
| //Also can still change to jump animation which is bullshit. | ||
| if global.midtrick == 1 && global.ground == 1{ | ||
| sprite_index = ani_bail; | ||
|
|
||
| } | ||
|
|
||
| //hp = hp - dmg; | ||
|
|
||
| if sprite_index = ani_bail | ||
| { | ||
| global.jumpDisable = 1; | ||
| global.trickDisable = 1; | ||
| global.midtrick = 0; | ||
| image_angle -= 10; | ||
| } | ||
|
|
||
| if sprite_index = ani_bail && image_angle == -40 | ||
| { | ||
| hp = hp - 50; | ||
| sprite_index = ani_bail2; | ||
| image_angle = 0; | ||
| } | ||
|
|
||
| if sprite_index = ani_bail2{ | ||
| x -= 2; | ||
| } | ||
|
|
||
| //attempting to abstract the object | ||
| if obj_boybattle.x = 0{ | ||
| obj_boybattle.y = 100; | ||
| sprite_index = ani_recover; | ||
| image_speed = 1; | ||
|
|
||
| } | ||
|
|
||
|
|
||
|
|
||
| if sprite_index = ani_recover && obj_boybattle.x < 383{ | ||
| hspeed = 4; | ||
| } | ||
|
|
||
| if sprite_index = ani_recover && obj_boybattle.x > 384{ | ||
| speed = 0; | ||
| sprite_index = ani_stand; | ||
| } | ||
|
|
||
| if sprite_index = ani_stand{ | ||
| global.jumpDisable = 0; | ||
| global.trickDisable = 0; | ||
| } | ||
|
|
||
|
|
||
| //Health bs | ||
|
|
||
| if hp = 0{ | ||
| game_restart(); | ||
| } |
| @@ -0,0 +1,6 @@ | ||
| ///scr_combat1 | ||
| /** | ||
| *Attempting to clean up my messy ass code with proper notation and shit | ||
| * | ||
| */ | ||
|
|
| @@ -0,0 +1,17 @@ | ||
| /* | ||
| *WHERE IT GOES:This script goes into a draw event | ||
| *WHAT IT DOES: All this script does is tell game maker to draw a specific | ||
| *sprite at whatever coordinates the object is at PLUS the Z amount. | ||
| *This makes manipulation of the z possible. | ||
| * | ||
| * | ||
| *NOTE: THis may not be able to be abstracted as you might need to | ||
| *have the specific sprite drawn in different objects. This is just a | ||
| *precaution and an attempt at staying neat. | ||
| * | ||
| *Drawing it with sprite_ext allows me to take the current sprite_index | ||
| *image_index and all other variables associated with it and draw it. | ||
| *This is a much better use than simply drawing sprite | ||
| */ | ||
|
|
||
| draw_sprite_ext(sprite_index, image_index, x,y + z, image_xscale, image_yscale, image_angle, image_blend, image_alpha) |
| @@ -0,0 +1,12 @@ | ||
| ///This is user defined friction that increments down speed so you are not on a | ||
| //damn ice rink. | ||
|
|
||
| var fricAmount; | ||
|
|
||
| fricAmount = argument0; | ||
|
|
||
| if (speed > 0) | ||
| { | ||
| speed -= fricAmount; | ||
|
|
||
| } |