No-one is going to watch a full video to help you. Post your code for breaking things and your camera code.
ok so the camera code is (on create)
// Resolution
enum RES {
WIDTH = 640,
HEIGHT = 390,
SCALE = 2
}
// Create camera
var _camera = camera_create_view(0, 0, RES.WIDTH, RES.HEIGHT, 0, Obj_player, -1, -1, RES.WIDTH/2, RES.HEIGHT/2);
// Set up view
view_enabled = true;
view_visible[0] = true;
view_set_camera(0, _camera);
(on clean up)
camera_destroy(view_camera);
(on end step)
var _playerexists = instance_exists(Obj_player);
var _helditem = noone;
if (_playerexists) _helditem = Obj_player.heldItem;
//depth
with (all) {
depth = -bbox_bottom;
// held item
if (_playerexists && _helditem == id) {
depth -= 30;
}
}
now for breaking things
(on create)
// vars
cooldown = 0;
//properties
rotation = 45;
breakDistance = 32;
//selector
selectorFrame = 0;
selectorFrameNumber = sprite_get_number(spr_selector);
selectorInst = noone;
(on step)
// Rotation
rotation = lerp(rotation, 45, 0.1);
image_angle = rotation * Obj_player.image_xscale;
//get input
var _mousePress = mouse_check_button(mb_left);
// get breakable instance at mouse position
var _breakable = instance_position(mouse_x, mouse_y, Obj_breakableparent);
with (_breakable) {
// get distance
var _dist = distance_to_object(Obj_player);
// in range?
if (_dist < other.breakDistance) {
// set selected
other.selectorInst = id;
//click
if (other.cooldown == 0 && _mousePress) {
// reduce hp
hp--;
// set rotation
other.rotation = -80;
// set cooldown
other.cooldown = 20;
}
}
}
//cooldown
if (cooldown > 0) cooldown--;
(on draw end)
//draw selector
if (instance_exists(selectorInst)) {
// run code in selected instance
with (selectorInst) {
// draw selector in all fout corners
draw_sprite_ext(spr_selector, other.selectorFrame, bbox_left, bbox_top, 1, 1, 0, -1, 1);
draw_sprite_ext(spr_selector, other.selectorFrame, bbox_right, bbox_top, 1, 1, -90, -1, 1);
draw_sprite_ext(spr_selector, other.selectorFrame, bbox_right, bbox_bottom, 1, 1, 180, -1, 1);
draw_sprite_ext(spr_selector, other.selectorFrame, bbox_left, bbox_bottom, 1, 1, 90, -1, 1);
}
//animation
selectorFrame += 0.15;
if (selectorFrame >= selectorFrameNumber) selectorFrame -= selectorFrameNumber;
//reset selector instance
selectorInst = noone;
}
this is the whole code for the camera and for breaking things