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246 lines
6.3 KiB
246 lines
6.3 KiB
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
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<object>
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<spriteName>sSkorpLureA6</spriteName>
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<solid>0</solid>
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<visible>-1</visible>
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<depth>0</depth>
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<persistent>0</persistent>
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<parentName><undefined></parentName>
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<maskName><undefined></maskName>
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<events>
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<event eventtype="0" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>alarm[0] = 1; // og 1
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image_speed = 0.15;
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sprite_index = sSkorpLureRA6;
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state = 0;
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cooldown = 0;
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glowing = 0;
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="2" enumb="1">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>visible = 1;
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switch (floor(image_angle)) {
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case 90: {
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sprite_index = sSkorpLureUpRA6;
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break;
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}
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default: {
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sprite_index = sSkorpLureRA6;
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break;
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}
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}
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image_index = 0;
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="2" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>switch (floor(image_angle)) {
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case 180: {
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image_yscale = -1;
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break;
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}
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case 90: {
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sprite_index = sSkorpLureUpRA6;
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break;
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}
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default: {
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// do things
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break;
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}
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}
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for (var i = 0; i < 32; i++) {
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if (collision_point(x, y, oSolid, false, false)) {
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x += lengthdir_x(1, image_angle);
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y += lengthdir_y(1, image_angle);
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} else {
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x -= lengthdir_x(1, image_angle);
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y -= lengthdir_y(1, image_angle);
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break;
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}
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}
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startx = x;
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starty = y;
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="3" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>if ((sprite_index == sSkorpLureA6) || (sprite_index == sSkorpLureUpA6)) {
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image_speed = 0.15;
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// Twitching
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if ((irandom(35) == 0) && (cooldown <= 0)) {
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glowing = 40;
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cooldown = 80;
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}
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}
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if (cooldown > 0) {
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cooldown --;
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}
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if (glowing > 0) {
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glowing --;
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}
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if (state == 100) {
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switch (floor(image_angle)) {
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case 90: {
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sprite_index = sSkorpLureUpVA6;
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break;
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}
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default: {
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sprite_index = sSkorpLureVA6;
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break;
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}
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}
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if (visible == 0) {
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instance_destroy();
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}
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}
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="7" enumb="7">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>if ((sprite_index == sSkorpLureVA6) || (sprite_index == sSkorpLureUpVA6)) {
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visible = 0;
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} else if (sprite_index == sSkorpLureRA6) {
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sprite_index = sSkorpLureA6;
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} else if (sprite_index == sSkorpLureUpRA6) {
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sprite_index = sSkorpLureUpA6;
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}
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="8" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>draw_self();
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draw_set_blend_mode(bm_add);
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repeat (2) {
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draw_sprite_ext(sprite_index, image_index, x, y, image_xscale, image_yscale, image_angle, -1, glowing/40);
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}
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draw_set_blend_mode(bm_normal);
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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</events>
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<PhysicsObject>0</PhysicsObject>
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<PhysicsObjectSensor>0</PhysicsObjectSensor>
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<PhysicsObjectShape>0</PhysicsObjectShape>
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<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
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<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
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<PhysicsObjectGroup>0</PhysicsObjectGroup>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
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<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsShapePoints/>
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</object>
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