H
HoobleberryPie
Guest
Hello everyone! Currently I am working on a game that will play a bit like Shock Troopers for the NeoGeo. I am trying to figure out a way to implement a jumping ability for the player. Currently my player object has the following variables in it's Create Event:
phy_bullet = true;
hp = 10;
spd = 2.5;
hspd = 20;
vspd = 0;
xaxis = 0;
xlookaxis = 0;
ylookaxis = 0;
yaxis = 0;
len = 0;
dir = 0;
attacked = false;
shootcooldown = 0;
My player object's Density is also set to 0.5.
This is my Step Event for the player object:
depth = -y;
script_execute (state);
// Setting the player sprite based on where it is facing
sprite_index = sprite[face, movement];
// Shooting Bullet Level 1
if (obj_input.shootkey) && (shootcooldown < 1) && (obj_playerstats.level <= 1) {
var p = instance_create_layer(x, y, "layer_bullets", obj_bullet1);
// Bullet cooldown
shootcooldown = 20;
// Bullet speed
var xforce = lengthdir_x(5, face*90);
var yforce = lengthdir_y(5, face*90);
p.creator = id;
with (p) {
physics_apply_impulse(x, y, xforce, yforce);
}
}
// Shooting Bullet Level 2
if (obj_input.shootkey) && (shootcooldown < 1) && (obj_playerstats.level >= 2) {
var p = instance_create_layer(x, y, "layer_bullets", obj_bullet1);
// Bullet cooldown
shootcooldown = 20;
// Bullet speed
var xforce = lengthdir_x(5, face*90);
var yforce = lengthdir_y(5, face*90);
p.creator = id;
with (p) {
physics_apply_impulse(x, y, xforce, yforce);
}
}
// Make the shooting cooldown go back down every frame
shootcooldown -= 1;
// Check for death
if (obj_playerstats.hp <= 0) {
instance_destroy();
}
I've read a few things online about utilizing a Z Axis of sorts. I just don't know how to implement it into my current code. I really don't want to give up on this idea. Any help would be greatly appreciated. Thank you!
phy_bullet = true;
hp = 10;
spd = 2.5;
hspd = 20;
vspd = 0;
xaxis = 0;
xlookaxis = 0;
ylookaxis = 0;
yaxis = 0;
len = 0;
dir = 0;
attacked = false;
shootcooldown = 0;
My player object's Density is also set to 0.5.
This is my Step Event for the player object:
depth = -y;
script_execute (state);
// Setting the player sprite based on where it is facing
sprite_index = sprite[face, movement];
// Shooting Bullet Level 1
if (obj_input.shootkey) && (shootcooldown < 1) && (obj_playerstats.level <= 1) {
var p = instance_create_layer(x, y, "layer_bullets", obj_bullet1);
// Bullet cooldown
shootcooldown = 20;
// Bullet speed
var xforce = lengthdir_x(5, face*90);
var yforce = lengthdir_y(5, face*90);
p.creator = id;
with (p) {
physics_apply_impulse(x, y, xforce, yforce);
}
}
// Shooting Bullet Level 2
if (obj_input.shootkey) && (shootcooldown < 1) && (obj_playerstats.level >= 2) {
var p = instance_create_layer(x, y, "layer_bullets", obj_bullet1);
// Bullet cooldown
shootcooldown = 20;
// Bullet speed
var xforce = lengthdir_x(5, face*90);
var yforce = lengthdir_y(5, face*90);
p.creator = id;
with (p) {
physics_apply_impulse(x, y, xforce, yforce);
}
}
// Make the shooting cooldown go back down every frame
shootcooldown -= 1;
// Check for death
if (obj_playerstats.hp <= 0) {
instance_destroy();
}
I've read a few things online about utilizing a Z Axis of sorts. I just don't know how to implement it into my current code. I really don't want to give up on this idea. Any help would be greatly appreciated. Thank you!