@@ -0,0 +1,163 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>&lt;undefined&gt;</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>-1</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</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>///init other things
globalvar pause;
globalvar color;
globalvar keys;
globalvar brightness;

brightness = 0.1
color = c_blue;
pause = 0;
keys = 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>if keyboard_check(ord('R')){
game_restart();
}
if keyboard_check(vk_escape){
game_end();
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="4">
<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>///create lightmap
instance_create(x, y, obj_lightmap);
</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>///create particle engine at the start of a level
globalvar partsys;
globalvar part_dust, part_force;

//init partsys
partsys = part_system_create();
part_system_depth(partsys, 100);

//add the particle for wall slides
part_dust = part_type_create();

part_type_sprite(part_dust,spr_part_dust,0,0,0);
part_type_size(part_dust,1,1,0,0);
part_type_scale(part_dust,1,1);
part_type_alpha2(part_dust,0.5,0);
part_type_speed(part_dust,0.10,0.50,0,0);
part_type_direction(part_dust,0,359,1,1);
part_type_gravity(part_dust,0.01,270);
part_type_orientation(part_dust,0,359,1,0,1);
part_type_life(part_dust,40,80);

part_force= part_type_create();

part_type_sprite(part_force,spr_part_force,0,0,0);
part_type_size(part_force,1,1,0,0);
part_type_scale(part_force,1,1);
part_type_alpha2(part_force,0.5,0);
part_type_speed(part_force,0.10,0.50,0,0);
part_type_direction(part_force,0,359,1,1);
part_type_gravity(part_force,0.01,270);
part_type_orientation(part_force,0,359,1,0,1);
part_type_life(part_force,40,80);


</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>spr_spike</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>par_death</parentName>
<maskName>&lt;undefined&gt;</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 +1,48 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>&lt;undefined&gt;</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-100</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</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>range = 100
light_init(range,make_color_rgb(50,50,200),0.7);
</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 +1,71 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>&lt;undefined&gt;</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-100</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</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>lightmap_init(room_width,room_height,brightness);
</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>lightmap_update();
lightmap_draw();
</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 +1,51 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_mind_orb_dormant</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<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>x = mouse_x;
y = mouse_y;
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>-1</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>1</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints>
<point>4,5</point>
<point>2,4</point>
</PhysicsShapePoints>
</object>
@@ -0,0 +1,77 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_platform</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>par_collide</parentName>
<maskName>&lt;undefined&gt;</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>event_inherited();
phy_fixed_rotation = true;
</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>shadow.x = x;
shadow.y = y;
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>-1</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>1</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>1</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints>
<point>32,32</point>
<point>0,32</point>
<point>0,0</point>
<point>32,0</point>
</PhysicsShapePoints>
</object>
@@ -0,0 +1,28 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_platform</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>par_collide</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events/>
<PhysicsObject>-1</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>1</PhysicsObjectShape>
<PhysicsObjectDensity>0</PhysicsObjectDensity>
<PhysicsObjectRestitution>0</PhysicsObjectRestitution>
<PhysicsObjectGroup>1</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.300000011920929</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
<PhysicsShapePoints>
<point>0,0</point>
<point>32,0</point>
<point>32,32</point>
<point>0,32</point>
</PhysicsShapePoints>
</object>
@@ -0,0 +1,293 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_player</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>-1</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</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
acc = 350;
max_xv = 6;
jump_force = -150;
max_hp = 100;
max_jump_frames = 10;
wall_slide_speed = 1;
telekinesis_force = 10;
telekinesis_range = 100;
telekinesis_stamina = 60;
telekinesis_recovery = 1;

hp = max_hp;
xv = 0;
yv = 0;
standing = 0;
sliding = 0;
wall = 0;
telekinesis_exhaustion = 0;
target_id = noone;

phy_fixed_rotation = true;

//initialize controls
bt_right = ord('D');
bt_left = ord('A');
bt_up = ord('W');
bt_down = ord('S');

//create light source at player;
player_light = instance_create(x, y, obj_light);
with player_light{
//set light radius to the range of the player telekinesis
radius = obj_player.telekinesis_range;
surface_resize(lightsurface, radius*2, radius*2);
}
</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>///physics based movement
//don't execute if game is paused
if pause{
exit;
}

//check for player input
var x_input = keyboard_check(bt_right) - keyboard_check(bt_left);
var y_input = keyboard_check(bt_down) - keyboard_check(bt_up);

wall = place_meeting(x + 1, y, par_collide) -place_meeting(x - 1, y, par_collide);
standing = place_meeting(x, y + 1, par_collide)

if wall != 0 &amp;&amp; phy_speed_y &gt; wall_slide_speed{
phy_speed_y = wall_slide_speed;
}
physics_apply_force(x, y, x_input*acc, 0);

if abs(phy_speed_x) &gt; abs( max_xv){
phy_speed_x = max_xv*sign(phy_speed_x);
}

if keyboard_check_pressed(bt_up){
if standing{
physics_apply_impulse(x, y, 0, jump_force);
part_particles_create(partsys, x , y + sprite_get_width(spr_player)/2, part_dust, 20);
}else if wall != 0{
physics_apply_impulse(x, y, acc*-wall, jump_force*0.75);
part_particles_create(partsys, x + wall*sprite_get_width(spr_player)/2, y, part_dust, 20);
}
}

if place_meeting(x, y, par_death){
hp -= 1;
}
</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>///animate
//flip image to simulate turning
if image_xscale != sign(phy_speed_x) &amp;&amp; sign(phy_speed_x) != 0{
image_xscale = sign(phy_speed_x);
}

//set the apropraite sprite
if sliding{
sprite_index = spr_player_sliding;
}else if standing{
if xv = 0{
sprite_index = spr_player_idle;
}else if abs(xv) &lt; spd/2{
image_speed = 0.5
sprite_index = spr_player_walking;
}else{
image_speed = 1;
sprite_index = spr_player_running;
}
}else{
if wall != 0{
image_xscale = wall;
sprite_index = spr_player_wall_slide;
part_particles_create(partsys, x + wall*sprite_get_width(spr_player)/2, y, part_dust, 1);
}else if yv &lt; -2{
sprite_index = spr_player_jumping;
}else{
sprite_index = spr_player_falling;
}
}

//adjust light position
player_light.x = x;
player_light.y = y;
</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>///telekinesis code
//make it darker when using telekinesis
if mouse_check_button(mb_left){
if brightness &gt; 0.3 {
brightness -= 0.01;
}
}else{
if brightness &lt; 0.8{
brightness += 0.01
}
}

//check if mouse is within range
if distance_to_point(mouse_x, mouse_y) &gt; telekinesis_range{
target_id = noone;
exit;
}

//pick up object
if mouse_check_button_pressed(mb_left) = true{
target_id = instance_position( mouse_x, mouse_y, obj_phy_box)
}

//release object
if mouse_check_button_released(mb_left) = true{
target_id = noone;
}

//move object
if target_id != noone &amp;&amp; telekinesis_exhaustion &lt; telekinesis_stamina{
telekinesis_exhaustion += 1;
with target_id{
physics_apply_force(x, y, (mouse_x-x-(sprite_get_width(sprite_index)/2))*obj_player.telekinesis_force, (mouse_y-y-sprite_get_height(sprite_index))*obj_player.telekinesis_force);
}
}else{
target_id = noone;
if telekinesis_exhaustion &gt; 0{
telekinesis_exhaustion -= telekinesis_recovery;
}
}
</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>///draw health and telekinesis meter
var health_x, health_y, gui_x, gui_y, health_size, gui_size;

//draw telekinesis meter
gui_x = (view_wport[0]/4)+sprite_get_width(spr_health_meter_container)*4;
gui_y = view_hport[0]-32-sprite_get_height(spr_telekinesis_meter_container)*4;
gui_size = 5;
draw_sprite_part_ext(spr_telekinesis_meter_bar, 1, 0, 0, (sprite_get_width(spr_telekinesis_meter_bar)/telekinesis_stamina)*(telekinesis_stamina-telekinesis_exhaustion), sprite_get_height(spr_telekinesis_meter_bar), gui_x, gui_y, gui_size, gui_size, c_white, 1);
draw_sprite_ext(spr_telekinesis_meter_container, 1, gui_x, gui_y, gui_size, gui_size, 0, c_white, 1);

//draw health
draw_sprite_part_ext(spr_health_meter_bar, 1, 0, 0, (sprite_get_height(spr_health_meter_bar)/max_hp*hp), sprite_get_width(spr_health_meter_bar), gui_x - sprite_get_width(spr_health_meter_container)*gui_size - 32, gui_y, gui_size, gui_size, c_white, 1);
draw_sprite_ext(spr_health_meter_container, 1, gui_x - sprite_get_width(spr_health_meter_container)*gui_size - 32, gui_y, gui_size, gui_size, 0, c_white, 1);
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>-1</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>1</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0</PhysicsObjectRestitution>
<PhysicsObjectGroup>1</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.100000001490116</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints>
<point>0,0</point>
<point>32,0</point>
<point>32,32</point>
<point>0,32</point>
</PhysicsShapePoints>
</object>
@@ -0,0 +1,27 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_ramp</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>par_collide</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events/>
<PhysicsObject>-1</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>2</PhysicsObjectShape>
<PhysicsObjectDensity>0</PhysicsObjectDensity>
<PhysicsObjectRestitution>0</PhysicsObjectRestitution>
<PhysicsObjectGroup>1</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.300000011920929</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
<PhysicsShapePoints>
<point>32,32</point>
<point>0,32</point>
<point>0,0</point>
</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>&lt;undefined&gt;</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-110</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</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>caster_init();
</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>//caster_draw();
</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>spr_spike</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>par_death</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events/>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>1</PhysicsObjectShape>
<PhysicsObjectDensity>0</PhysicsObjectDensity>
<PhysicsObjectRestitution>0</PhysicsObjectRestitution>
<PhysicsObjectGroup>1</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.300000011920929</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,27 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_ramp</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>par_collide</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events/>
<PhysicsObject>-1</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>2</PhysicsObjectShape>
<PhysicsObjectDensity>0</PhysicsObjectDensity>
<PhysicsObjectRestitution>0</PhysicsObjectRestitution>
<PhysicsObjectGroup>1</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.300000011920929</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
<PhysicsShapePoints>
<point>32,32</point>
<point>0,32</point>
<point>0,0</point>
</PhysicsShapePoints>
</object>
@@ -0,0 +1,28 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_spike</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>par_death</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events/>
<PhysicsObject>-1</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>1</PhysicsObjectShape>
<PhysicsObjectDensity>0</PhysicsObjectDensity>
<PhysicsObjectRestitution>0</PhysicsObjectRestitution>
<PhysicsObjectGroup>1</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.300000011920929</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
<PhysicsShapePoints>
<point>0,0</point>
<point>32,0</point>
<point>32,32</point>
<point>0,32</point>
</PhysicsShapePoints>
</object>
@@ -0,0 +1,47 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>&lt;undefined&gt;</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</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>shadow = instance_create(x, y, obj_shadowcaster);
</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>&lt;undefined&gt;</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</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 +1,77 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>&lt;undefined&gt;</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<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>if place_meeting(x, y, obj_player){
sprite_index = -1;
}else{
sprite_index = sprite;
}
</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(sprite, image_index, x, y);
</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>
<point>0,0</point>
<point>4,4</point>
</PhysicsShapePoints>
</object>
@@ -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>1920</width>
<height>1080</height>
<vsnap>32</vsnap>
<hsnap>32</hsnap>
<isometric>0</isometric>
<speed>60</speed>
<persistent>0</persistent>
<colour>12632256</colour>
<showcolour>-1</showcolour>
<code>room_goto_next();</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="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"/>
<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="&lt;undefined&gt;" 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="&lt;undefined&gt;" 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="&lt;undefined&gt;" 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="&lt;undefined&gt;" 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="&lt;undefined&gt;" 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="&lt;undefined&gt;" 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="&lt;undefined&gt;" 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="&lt;undefined&gt;" 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_control" x="0" y="0" name="inst_00529B01" 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>

Large diffs are not rendered by default.

@@ -0,0 +1,81 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<room>
<caption></caption>
<width>1920</width>
<height>1080</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="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"/>
<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="&lt;undefined&gt;" 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="&lt;undefined&gt;" 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="&lt;undefined&gt;" 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="&lt;undefined&gt;" 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="&lt;undefined&gt;" 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="&lt;undefined&gt;" 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="&lt;undefined&gt;" 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="&lt;undefined&gt;" 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_player" x="480" y="256" name="inst_A06C8E36" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_control" x="288" y="64" name="inst_00529B01" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_platform" x="352" y="448" name="inst_5670E77D" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_platform" x="352" y="448" name="inst_B4F878D9" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_platform" x="416" y="448" name="inst_6CD51648" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_platform" x="384" y="448" name="inst_DB4B94F1" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_platform" x="448" y="448" name="inst_EF563890" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_platform" x="480" y="448" name="inst_2D0932E7" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_platform" x="512" y="448" name="inst_A06D4373" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_platform" x="544" y="448" name="inst_92881717" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_platform" x="576" y="448" name="inst_19CC554E" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_platform" x="608" y="448" name="inst_DCB3EF31" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_platform" x="640" y="448" name="inst_1F279198" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_platform" x="672" y="448" name="inst_825C49BD" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_platform" x="704" y="448" name="inst_26DB36A8" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_platform" x="736" y="448" name="inst_52489995" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="obj_platform" x="768" y="448" name="inst_36FFD481" 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 +1,21 @@
//begin drawing primitives
draw_primitive_begin(pr_linestrip);

draw_set_color(c_green);
draw_set_alpha(1);

//loop through all the casting points and add them to the primitives
for(i = 0; i < cast_points; i += 1){
draw_vertex(x+cast_x[i],y+cast_y[i]);
}

//add one more to close the lines
draw_vertex(x+cast_x[0],y+cast_y[0]);

//end drawing primitives.
draw_primitive_end();

//loop through all the casting points and draw a little cirlce allround them.
for(i = 0; i < cast_points; i += 1){
draw_circle(x+cast_x[i],y+cast_y[i],4,true);
}
@@ -0,0 +1,18 @@
//total number of points in the casting procces. 4 means we define 4 points.(obviously.)
cast_points = 4;

//first point, top left corner
cast_x[0]=0;
cast_y[0]=0;

//second point, top right corner
cast_x[1]=32;
cast_y[1]=0;

//third point, down right corner
cast_x[2]=32;
cast_y[2]=32;

//fourth point, down left corner
cast_x[3]=0;
cast_y[3]=32;
@@ -0,0 +1,8 @@
//check if surface still exists
if !surface_exists(lightsurface){
lightsurface = surface_create(room_width, room_height);
surface_set_target(lightsurface);
}

//draw the surface
draw_surface(lightsurface,x-radius,y-radius);
@@ -0,0 +1,7 @@
//make the radius, color and alpha variables.
radius=argument0;
color=argument1;
alpha=argument2;

//creating the light surface
lightsurface=surface_create(radius*2,radius*2);
@@ -0,0 +1,71 @@
//draw onto the lightsurface created in light_init()
if !surface_exists(lightsurface){
lighsurface = surface_create(room_width, room_height);
}
surface_set_target(lightsurface);

//clear the surface
draw_clear(c_black);

//set the alpha value
draw_set_alpha(alpha);

//draw a circle with the provided colors in the center of the surface.
//since the surface is (radius*2,radius*2) big, the center is (radius,radius)
draw_circle_color(radius,radius,radius,color,c_black,false);

//reseting the alpha value
draw_set_alpha(1);

//set the color to black
draw_set_color(c_black);

//making a temp object variable for the with loop.
var object;
object = id;

//loop through all shadow casters
with(obj_shadowcaster){
//begin drawing primitives, triangle strip, because then each point connects with every other point.
draw_primitive_begin(pr_trianglestrip);

//loop trhough all the casting points.
for(i=0;i<cast_points;i+=1){
/*
searching for the relative position of the point on the light's surface.
x+cast_x[i] means the absolute position of the point that we want to draw now.
-object.x means we subtract the x position of the light.
we add the object.radius, the radius of the light, because shadows cast from the center
of the light, and not from the top left corner.
*/
tempx = x+cast_x[i]-object.x+object.radius;

//same for tempy
tempy = y+cast_y[i]-object.y+object.radius;

//the direction between the relative point and the center of the surface.
//we add 180 to 'invert' the rotation.
dir = point_direction(tempx,tempy,object.radius,object.radius)+180;

//draw the first vertex.
draw_vertex(tempx,tempy);

//draw the second vertex, use lengthdir_x and lenghtdir_y to go radius*8 into the shadows direction.
draw_vertex(tempx+lengthdir_x(object.radius*8,dir),tempy+lengthdir_y(object.radius*8,dir));
}

//now just one more to close the circle, this is exactly the same as above, so I won't add millions of comments
tempx = x+cast_x[0]-object.x+object.radius;
tempy = y+cast_y[0]-object.y+object.radius;
dir = point_direction(tempx,tempy,object.radius,object.radius)+180;
draw_vertex(tempx,tempy);
draw_vertex(tempx+lengthdir_x(object.radius*8,dir),tempy+lengthdir_y(object.radius*8,dir));

//end primitives
draw_primitive_end();
}

//reset the target surface;
surface_reset_target();
@@ -0,0 +1,8 @@
//set the blend mode to multiply, search for tutorials on this, the explanation is to long.
draw_set_blend_mode_ext(bm_dest_color,bm_zero);

//draw the surface onto the screen.
draw_surface(lightmap,0,0);

//reset the blend mode
draw_set_blend_mode(bm_normal);
@@ -0,0 +1,5 @@
//create a surface with the provided with and height
lightmap=surface_create(argument0,argument1);

//set the brightness to the 3rd argument
brightness=argument2;
@@ -0,0 +1,42 @@
//update all lights
with(obj_light){
light_update();
}

//check if surface still exists
if !surface_exists(lightmap){
lightmap = surface_create(room_width, room_height);
surface_set_target(lightmap);
}

//set the surface target
surface_set_target(lightmap);

//draw a black background
draw_clear(c_black);

//set the brightness
draw_set_alpha(brightness);

//set the color to white
draw_set_color(c_white);

//draw a white rectangle with the provided alpha value to create the ambiant light
draw_rectangle(0,0,surface_get_width(lightmap),surface_get_height(lightmap),false);

//reset the alpha value back to one
draw_set_alpha(1);

//set the blend mode to addictive blending, so the lights blend toghether nicely with multiple colors
draw_set_blend_mode(bm_add);

//draw the lights onto this surface
with(obj_light){
light_draw();
}

//reset blend mode
draw_set_blend_mode(bm_normal);

//reset surface
surface_reset_target();
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@@ -0,0 +1,31 @@
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@@ -0,0 +1,25 @@
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@@ -0,0 +1,25 @@
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</frames>
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@@ -0,0 +1,28 @@
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<frame index="3">images\spr_heart_container_3.png</frame>
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@@ -0,0 +1,31 @@
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