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247 lines
6.1 KiB
247 lines
6.1 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>sHornoadIdle</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>//Init
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timeline_index = timelineHornoad;
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timeline_position = 0;
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timeline_running = true;
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timeline_loop = false;
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phy_rotation = 0;
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phy_fixed_rotation = true;
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image_speed = 0.1;
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jumpRight = 0;
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jumpLeft = 0;
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turnRight = 0;
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turnLeft = 0;
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jumpTime = 0;
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turnState = 0;
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lastimg = 0;
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hornoadBlink = 0;
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jumpRightFast = 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="3" enumb="2">
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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>///Hornoad movement
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//Hopping Right
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if(jumpRight == 1 && sprite_index == sHornoadJump && floor(image_index) == 3)
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{
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physics_apply_local_impulse(0, 10, 15, -50);
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physics_apply_torque(0);
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jumpRight = 0;
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}
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if(jumpRightFast == 1 && sprite_index == sHornoadJump && floor(image_index) == 3)
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{
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physics_apply_local_impulse(0, 10, 14, -45);
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physics_apply_torque(0);
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jumpRightFast = 0;
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}
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//Hopping Left
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if(jumpLeft == 1 && sprite_index == sHornoadJump && floor(image_index) == 3)
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{
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physics_apply_local_impulse(0, 10, -15, -50);
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physics_apply_torque(0);
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jumpLeft = 0;
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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="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>///Hornoad animations
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//Change to idle when landing
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if(sprite_index == sHornoadJump && image_index >= 5 && place_meeting(x, y+1, oEndingSolid)) {
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PlaySoundMono(sndHornoadLand);
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sprite_index = sHornoadIdle;
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image_index = 0;
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image_speed = 0.1;
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}
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//Turning left
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if(turnLeft == 1) {
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image_speed = 0.12;
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sprite_index = sHornoadTurnNew;
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image_index = 0;
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turnLeft = 0;
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}
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//Turning left end
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if(sprite_index == sHornoadTurnNew && image_index >= 2 && turnState == 0) {
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sprite_index = sHornoadIdle;
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image_index = 0;
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image_xscale = -1;
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image_speed = 0.1;
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}
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//Turning right
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if(turnRight == 1) {
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image_speed = 0.12;
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sprite_index = sHornoadTurnNew;
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image_index = 0;
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image_xscale = -1;
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turnRight = 0;
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turnState = 1;
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}
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//Turning right end
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if(sprite_index == sHornoadTurnNew && image_index >= 2 && turnState == 1) {
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sprite_index = sHornoadIdle;
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image_index = 0;
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image_xscale = 1;
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image_speed = 0.1;
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turnState = 0;
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}
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if(jumpTime >= 0.999999999) {
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sprite_index = sHornoadJump;
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image_index = 0;
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image_speed = 0.2;
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jumpTime = 0;
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}
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if(hornoadBlink == 1 && sprite_index = sHornoadIdle && image_index >= 5)
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{
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sprite_index = sHornoadShake;
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image_index = 0;
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image_speed = 0.2;
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hornoadBlink = 0;
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}
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if(sprite_index == sHornoadDeath && image_index > 3)
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{
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image_speed = 1/2;
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}
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if(sprite_index == sHornoadDeath && image_index > 19)
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{
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image_speed = 0;
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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>
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//Freeze jump sprite on last frame
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if(sprite_index == sHornoadJump)
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{
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image_index = 6;
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image_speed = 0;
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}
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if(sprite_index = sHornoadShake)
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{
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image_speed = 0.1;
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sprite_index = sHornoadIdle;
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image_index = 0;
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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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</events>
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<PhysicsObject>-1</PhysicsObject>
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<PhysicsObjectSensor>0</PhysicsObjectSensor>
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<PhysicsObjectShape>1</PhysicsObjectShape>
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<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
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<PhysicsObjectRestitution>0</PhysicsObjectRestitution>
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<PhysicsObjectGroup>1</PhysicsObjectGroup>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
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<PhysicsObjectFriction>0.5</PhysicsObjectFriction>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsShapePoints>
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<point>0,0</point>
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<point>23,0</point>
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<point>23,21</point>
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<point>0,21</point>
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</PhysicsShapePoints>
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</object>
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