//create follower
dir = 0;
// Warp Solve
if (global.targetX != -1)
{
x = global.targetX;
y = global.targetY;
dir = global.targetDirection;
}
//step follower
//idle switch directio
switch(dir)
{
//direita
case 0:
if (keyboard_check(vk_nokey)) && (global.timer <= 0)
sprite_index = spr_Iara_idle_right
break;
//Superior direita
case 45:
if (keyboard_check(vk_nokey)) && (global.timer <= 0)
sprite_index = spr_Iara_idle_up_right;
break;
//cima
case 90:
if (keyboard_check(vk_nokey)) && (global.timer <= 0)
sprite_index = spr_Iara_idle_up
break;
//superior esquerda
case 135:
if (keyboard_check(vk_nokey)) && (global.timer <= 0)
sprite_index = spr_Iara_idle_up_left
break;
//esquerda
case 180:
if (keyboard_check(vk_nokey)) && (global.timer <= 0)
sprite_index = spr_Iara_idle_left
break;
//inferior esquerda
case 225:
if (keyboard_check(vk_nokey)) && (global.timer <= 0)
sprite_index = spr_Iara_idle_down_left
break;
//baixo
case 270:
if (keyboard_check(vk_nokey)) && (global.timer <= 0)
sprite_index = spr_Iara_idle_down
break;
//inferior direita
case 315:
if (keyboard_check(vk_nokey)) && (global.timer <= 0)
sprite_index = spr_Iara_idle_down_right
break;
}
//warp step
if (instance_exists(obj_Marisol)) && (place_meeting(x, y, obj_Marisol)) && (!instance_exists(obj_transition))
{
var inst = instance_create( 0, 0, obj_transition);
inst.targetX = targetX;
inst.targetY = targetY;
inst.targetRoom = targetRoom;
inst.targetDirection = targetDirection;
}
//game create
global.targetRoom = -1;
global.targetX = -1;
global.targetY = -1;
global.targetDirection = 0;