Information about object: obj_skipper
Sprite: spr_skipper
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:
///Initialize Variables
grav = 0.2;
hsp = 0;
vsp = 0;
movespeed = 4;
image_speed = room_speed/4;
sprint = false;
dead = false;
Alarm Event for alarm 0:
execute code:
///falling platforms
if(global.call){
global.number++;
}
if(global.loop < 5){
alarm[0] = (room_speed/4);
}
else
{
alarm[0] = (room_speed/8);
}
Alarm Event for alarm 1:
execute code:
timer();
alarm[1] = room_speed;
Step Event:
execute code:
//Get the player's input
key_enter = keyboard_check_pressed(vk_enter);
key_shift = -keyboard_check(vk_shift);
key_jump = keyboard_check_pressed(vk_space);
//React to inputs
if(!dead){
if(key_enter){
if(movespeed < 10){
movespeed += grav;
}
if(!sprint){
hsp = movespeed;
}
else
{
hsp = movespeed*2;
}
}
if (vsp < 10) vsp += grav;
if ((place_meeting(x,y+1,obj_platform) && (key_jump)))
{
vsp = -hsp/2;
}
}
//Horizontal Collision
if (place_meeting(x+1,y,obj_platform))
{
while(!place_meeting(x+1,y,obj_platform))
{
x += sign(hsp);
}
hsp = 0;
}
x += hsp;
//Vertical Collision
if (place_meeting(x,y+vsp,obj_platform))
{
while(!place_meeting(x,y+sign(vsp),obj_platform))
{
y += sign(vsp);
}
vsp = 0;
}
y += vsp;
//diagnal collision
if(place_meeting(x+hsp, y+vsp, obj_platform))
{
while(!place_meeting(x+sign(hsp), y + sign(vsp), obj_platform))
{
x+= sign(hsp);
y+= sign(vsp);
}
hsp = 0;
vsp = 0;
}
Collision Event with object obj_add:
execute code:
with(other){
global.add = true;
x += 1200;
}
Collision Event with object obj_coin:
execute code:
global.sc++;
audio_play_sound(snd_coin,0,false);
Other Event: Outside Room:
execute code:
dead = true;
hsp = 0;
vsp = 0;