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AM2R-TimeTrials/objects/oSuitChangeFX.object.gmx

263 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>sSuitChange</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-4999999</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>if (oControl.mod_fusion == 1) {
sprite_index = sSuitChange_fusion;
}
yoffset = 40;
alarm[1] = 1;
drawenergy = 0;
eframe = 1;
bg1alpha = 0;
bg2alpha = 0;
bg3alpha = 0;
state = 0;
xoffset = 180 + (oControl.widescreen_space/2);
if (room == rm_a2a07) {
x = 160;
y = 208;
}
else {
x = global.SuitChangeX + 8;
y = global.SuitChangeY;
}
sfx_stop_loops();
global.enablecontrol = 0;
with (oCharacter) {
kLeft = 0;
kRight = 0;
kUp = 0;
kDown = 0;
kJump = 0;
kJumpPressed = 0;
kRun = 0;
kAim = 0;
kFire = 0;
kMissile = 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>if (drawenergy) eframe = !eframe;
alarm[1] = 2;
</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 (drawenergy == 0) {
sfx_loop(sndVariaLoop);
}
drawenergy = 1;
if (yoffset &gt; 0) {
yoffset -= 1;
alarm[0] = 5;
} else {
drawenergy = 0;
state = 3;
sfx_stop(sndVariaLoop);
sfx_play(sndVariaGet);
}
</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 (state == 0) {
if (bg1alpha &lt; 1) {
bg1alpha += 0.05;
} else {
state = 1;
bg2alpha = 1;
}
}
if (state == 1) {
if (bg2alpha &gt; 0) {
bg2alpha -= 0.1;
} else {
state = 2;
alarm[0] = 30;
}
}
if (state == 3) {
if (bg3alpha &lt; 1) {
bg3alpha += 0.05;
} else {
state = 4;
bg3alpha = 1;
bg1alpha = 0;
if (instance_exists(oFakeItemBall)) {
with (oFakeItemBall) instance_destroy();
}
//suitchange = scr_suit_sprites(oControl.mod_fusion, sSuitChange, sSuitChange_fusion);
//if (oControl.mod_fusion == 1) { }//instance_create(x, y, sSuitChange_fusion);
//The below section seems utterly pointless. In fact, it was previously creating a slope instead of sSuitChange, because YoYo.
//else instance_create(x, y, sSuitChange);
if (global.SuitChangeGravity == false) {
scr_variasuitswap();
} else {
global.currentsuit = 2;
}
}
}
if (state == 4) {
if (xoffset &gt; 0) {
xoffset = floor(xoffset * (0.95 - (0.01*oControl.widescreen)));
} else {
global.enablecontrol = 1;
instance_destroy();
}
}
with (oCharacter) {
if (x &gt; other.x) x -= 1;
if (x &lt; other.x) x += 1;
if (y &gt; other.y) y -= 1;
if (y &lt; other.y) y += 1;
}
</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_set_color(c_black);
draw_set_alpha(bg1alpha);
draw_rectangle(view_xview[0] - (oControl.widescreen_space/2), view_yview[0], view_xview[0] + 325 + (oControl.widescreen_space/2), view_yview[0] + 245, false);
if (state &gt; 0 &amp;&amp; state &lt; 4) {
with(oEnemy) {
if(point_in_rectangle(x, y, view_xview[0] - 80, view_yview[0] - 60, view_xview[0] + view_wview[0] + 80, view_yview[0] + view_hview[0] + 60)) {
instance_destroy();
}
}
}
if (state &gt; 0 &amp;&amp; state &lt; 4) draw_sprite(sprite_index, 1, x, y);
if (state &gt; 0 &amp;&amp; state &lt; 4) {
if (yoffset &gt; 0) {
if(global.currentsuit == 0) draw_sprite_part(sprite_index, 0, 0, 0, 24, yoffset, x - 12, y - 40);
else draw_sprite_part(sprite_index, 1, 0, 0, 24, yoffset, x - 12, y - 40);
}
}
if (drawenergy) {
draw_set_blend_mode(bm_add);
draw_sprite(sSuitChangeFX1, eframe, x, y - 40 + yoffset);
draw_set_blend_mode(bm_normal);
}
draw_set_color(c_black);
draw_set_alpha(bg2alpha);
draw_rectangle(view_xview[0] - (oControl.widescreen_space/2), view_yview[0], view_xview[0] + 325 + (oControl.widescreen_space/2), view_yview[0] + 245, false);
draw_set_color(c_white);
draw_set_alpha(bg3alpha);
draw_rectangle(x - xoffset, view_yview[0], x + xoffset, view_yview[0] + 245, false);
</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>