MGSting
Member
So I've been using someone's platformer template for GMS and this is the script he created for character inputs
So I went into the code to try and change the inputs to make it more comfortable on a keyboard. The problem is when I tried testing it I got the compile error message and that I had to go into the compile error window to see what went wrong. Not knowing where the compile error window was, I tried just changing the code back to what it originally was, however that didn't work either. So what am I missing here? Thanks in advance.
Code:
///key_check(key, event)
/* This script appropriately handles player input, given a key and event.
* We use this to make support for multiple input types (gamepads) easier.
* key: K_LEFT, K_RIGHT, K_UP, K_DOWN, K_JUMP, K_FIRE, K_START
* event: E_PRESS, E_DOWN, E_RELEASE
*/
key = argument0;
event = argument1;
// Define the default keyboard controls for each player.
switch (PLAYER_NUMBER) {
case 1: {
k_left = vk_left;
k_right = vk_right;
k_up = vk_up;
k_down = vk_down;
k_jump = ord("Z");
k_fire = ord("X");
k_start = vk_enter;
break;
}
case 2: {
k_left = ord("A");
k_right = ord("D");
k_up = ord("W");
k_down = ord("S");
k_jump = ord("T");
k_fire = ord("Y");
k_start = ord("Q");
break;
}
default: {
assert("Default keyboard controls for player #" + string(PLAYER_NUMBER) + " haven't been specified.");
break;
}
}
// Handle an event based on the given key.
switch (key) {
case K_LEFT: {
return handle_event(k_left);
break;
}
case K_RIGHT: {
return handle_event(k_right);
break;
}
case K_UP: {
return handle_event(k_up);
break;
}
case K_DOWN: {
return handle_event(k_down);
break;
}
case K_JUMP: {
return handle_event(k_jump);
break;
}
case K_FIRE: {
return handle_event(k_fire);
break;
}
case K_START: {
return handle_event(k_start);
break;
}
default: {
assert("Unable to handle unrecognized key: " + string(key));
break;
}
}