Information about object: obj_player
Sprite: spr_idle_down
Solid: false
Visible: true
Depth: 0
Persistent: true
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: true
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:
///set up
enum player_state {
idle,
up,
down,
left,
right
}
dir=player_state.down;
is_moving=false;
image_speed=0.5;
col=0;//initial value
sw=0;//for sine wave
move_col=5;
invincible=false;
invincible_timer=100;
alarm[0]=20;//to replenish
Alarm Event for alarm 0:
execute code: invincible_timer++; if invincible_timer>100 invincible_timer=100; alarm[0]=20;
Step Event:
execute code:
//animation
if is_moving
{
switch (dir)
{
case player_state.up:
sprite_index=spr_walk_up;
break;
case player_state.down:
sprite_index=spr_walk_down;
break;
case player_state.left:
sprite_index=spr_walk_left;
break;
case player_state.right:
sprite_index=spr_walk_right;
break;
}
}
else
{
switch (dir)
{
case player_state.up:
sprite_index=spr_idle_up;
break;
case player_state.down:
sprite_index=spr_idle_down;
break;
case player_state.left:
sprite_index=spr_idle_left;
break;
case player_state.right:
sprite_index=spr_idle_right;
break;
}
}
execute code:
///invincibility
if keyboard_check_released(ord('I')) //switch between true / false on key press
{
invincible=!invincible;
}
if invincible
{
sw += 0.1;//for sin wave - ie speed
col= sin(sw) * move_col;//for sin wave
image_blend = make_colour_rgb(125+(col*20), 100, 100);
invincible_timer-=1;
}
else
{
image_blend = make_colour_rgb(255,255,255);
}
//check if player has invincible_timer
if invincible_timer<1 invincible=false;
execute code:
///keypress code
if (keyboard_check(vk_left))
{
dir=player_state.left;
is_moving=true;
}
else
if (keyboard_check(vk_right))
{
dir=player_state.right;
is_moving=true;
}
else
if (keyboard_check(vk_up))
{
dir=player_state.up;
is_moving=true;
}
else
if (keyboard_check(vk_down))
{
dir=player_state.down;
is_moving=true;
}
else
{
is_moving=false;
}
execute code:
///movement
if is_moving
{
switch (dir)
{
case player_state.up:
y -= 4;
break;
case player_state.down:
y += 4;
break;
case player_state.left:
x -= 4;
break;
case player_state.right:
x += 4;
break;
}
}
Draw Event:
execute code: ///draw self and box showing invincible_timer draw_self(); //background draw_set_colour(c_red); draw_rectangle(x-50,y-70,x+50,y-65,false); //bar draw_set_colour(c_green); draw_rectangle(x-50,y-70,x-50+invincible_timer,y-65,false);
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