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AM2R-TimeTrials/objects/oWarpDoorBroken.object.gmx

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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>sprWarpDoor</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>90</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>image_speed = 0;
image_index = 1;
//alarmtime = 60;
soundddistance = 175;
opening = 1;
alarm[0] = 60;
</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>sfx_stop(sndA5WarpDoor);
switch (opening)
{
case 1:
if (point_distance(x + 8, y + 16, oCharacter.x, oCharacter.y) &lt; soundddistance) { sfx_play(sndA5WarpDoor); }
image_index = 2;
opening = 2;
alarm[0] = 10;
break;
case 2:
if (point_distance(x + 8, y + 16, oCharacter.x, oCharacter.y) &lt; soundddistance) { sfx_play(sndA5WarpDoor); }
image_index = 3;
opening = 3;
alarm[0] = 45;
break;
case 3:
if (point_distance(x + 8, y + 16, oCharacter.x, oCharacter.y) &lt; soundddistance) { sfx_play(sndA5WarpDoor); }
image_index = 2;
opening = 4;
alarm[0] = 45;
break;
case 4:
if (point_distance(x + 8, y + 16, oCharacter.x, oCharacter.y) &lt; soundddistance) { sfx_play(sndA5WarpDoor); }
image_index = 1;
opening = 1;
alarm[0] = floor(random_range(30,240));
break;
}
</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>