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AM2R-TimeTrials/objects/oDrillSeq1.object.gmx

196 lines
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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sBlockScrew</spriteName>
<solid>0</solid>
<visible>0</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>targetx = 640;
xpos = 288;
camtargetx = x + 160 - (oControl.widescreen_space/2);
alarm[0] = 120;
steps = 0;
view_object[0] = oDrillSeq1;
active = 1;
with (inst_123431) instance_destroy();
with (inst_123451) instance_destroy();
with (inst_123430) instance_destroy();
with (inst_123411) instance_destroy();
with (oDrillTrigger2) active = 0;
sfx_play(sndMorphBallSlot);
sfx_play(sndA2WJStartup);
advancing = 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="1">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>view_object[0] = oCamera;
with (oCharacter) {
state = 23;
statetime = 0;
morphing = 0;
turning = 0;
}
immersion_stop();
instance_destroy();
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>if (xpos == targetx) {
event_user(0);
} else {
tile_layer_shift(-90, 1, 0);
xpos += 1;
oCharacter.x += 1;
with (oDrillBack) {
active = 1;
x += 1;
}
with (oDrillFront) {
active = 1;
x += 1;
}
if (oDrillWall.x &lt;= xpos + 160) with (oDrillWall) event_user(0);
if (steps &lt; 30) {
alarm[0] = 2;
} else alarm[0] = 1;
}
if (advancing == 0) {
advancing = 1;
sfx_loop(sndDrillLoop);
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>if (active) {
camtargetx = oCharacter.x + 100 - (oControl.widescreen_space/2);
} else camtargetx = oCharacter.x;
if (x != camtargetx) x += (camtargetx - x) / 8;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="10">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>active = 0;
alarm[1] = 30;
with (oDrillTrigger2) alarm[0] = 120;
with (oDrillBack) active = 0;
with (oDrillFront) active = 0;
tile_layer_hide(-90);
tile_layer_show(-91);
global.event[172] = 1;
sfx_stop(sndDrillLoop);
sfx_play(sndDrillHit);
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>