Information about object: objPlayer
Sprite: spr_idle_down
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:
///set up
enum player_state {
idle,
up,
down,
left,
right
}
image_single=1;
MaxHealth=100;
Health=100;
dir=player_state.down;
is_moving=false;
image_speed=0.5;
Step Event:
execute code:
///keypress code
if (keyboard_check(vk_left))
{
dir=player_state.left;
is_moving=true;
}
else
if (keyboard_check(vk_right))
{
dir=player_state.right;
is_moving=true;
}
else
if (keyboard_check(vk_up))
{
dir=player_state.up;
is_moving=true;
}
else
if (keyboard_check(vk_down))
{
dir=player_state.down;
is_moving=true;
}
else
{
is_moving=false;
}
///movement
if is_moving
{
switch (dir)
{
case player_state.up:
y -= 4;
break;
case player_state.down:
y += 4;
break;
case player_state.left:
x -= 4;
break;
case player_state.right:
x += 4;
break;
}
}
///animation
if is_moving
{
switch (dir)
{
case player_state.up:
sprite_index=spr_walk_up;
break;
case player_state.down:
sprite_index=spr_walk_down;
break;
case player_state.left:
sprite_index=spr_walk_left;
break;
case player_state.right:
sprite_index=spr_walk_right;
break;
}
}
else
{
switch (dir)
{
case player_state.up:
sprite_index=spr_idle_up;
break;
case player_state.down:
sprite_index=spr_idle_down;
break;
case player_state.left:
sprite_index=spr_idle_left;
break;
case player_state.right:
sprite_index=spr_idle_right;
break;
}
}
Collision Event with object objBad:
execute code:
Health -=1;
if Health<=0 {
show_message("Player is out of health");
Health=0;
x=176;
y=208;
}
Collision Event with object objFountain:
execute code: Health+=1; if Health>MaxHealth then Health=MaxHealth;
Draw Event:
execute script ShowHealth with arguments (00,0,0,0,0)
Information about object: objBadSprite: sprBad
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectInformation about object: objFountainSprite: sprFountain
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics Object
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