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AM2R-TimeTrials/objects/oSkorpLureA6.object.gmx

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!-->
<object>
<spriteName>sSkorpLureA6</spriteName>
<solid>0</solid>
<visible>-1</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>alarm[0] = 1; // og 1
image_speed = 0.15;
sprite_index = sSkorpLureRA6;
state = 0;
cooldown = 0;
glowing = 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>visible = 1;
switch (floor(image_angle)) {
case 90: {
sprite_index = sSkorpLureUpRA6;
break;
}
default: {
sprite_index = sSkorpLureRA6;
break;
}
}
image_index = 0;
</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>switch (floor(image_angle)) {
case 180: {
image_yscale = -1;
break;
}
case 90: {
sprite_index = sSkorpLureUpRA6;
break;
}
default: {
// do things
break;
}
}
for (var i = 0; i &lt; 32; i++) {
if (collision_point(x, y, oSolid, false, false)) {
x += lengthdir_x(1, image_angle);
y += lengthdir_y(1, image_angle);
} else {
x -= lengthdir_x(1, image_angle);
y -= lengthdir_y(1, image_angle);
break;
}
}
startx = x;
starty = y;
</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 ((sprite_index == sSkorpLureA6) || (sprite_index == sSkorpLureUpA6)) {
image_speed = 0.15;
// Twitching
if ((irandom(35) == 0) &amp;&amp; (cooldown &lt;= 0)) {
glowing = 40;
cooldown = 80;
}
}
if (cooldown &gt; 0) {
cooldown --;
}
if (glowing &gt; 0) {
glowing --;
}
if (state == 100) {
switch (floor(image_angle)) {
case 90: {
sprite_index = sSkorpLureUpVA6;
break;
}
default: {
sprite_index = sSkorpLureVA6;
break;
}
}
if (visible == 0) {
instance_destroy();
}
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="7">
<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 ((sprite_index == sSkorpLureVA6) || (sprite_index == sSkorpLureUpVA6)) {
visible = 0;
} else if (sprite_index == sSkorpLureRA6) {
sprite_index = sSkorpLureA6;
} else if (sprite_index == sSkorpLureUpRA6) {
sprite_index = sSkorpLureUpA6;
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="8" 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>draw_self();
draw_set_blend_mode(bm_add);
repeat (2) {
draw_sprite_ext(sprite_index, image_index, x, y, image_xscale, image_yscale, image_angle, -1, glowing/40);
}
draw_set_blend_mode(bm_normal);
</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>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>