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AM2R-TimeTrials/objects/oA4RockTop.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>sA4Rock1</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>state = 0;
statetime = 0;
</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 == 1) {
if (oCharacter.x &gt; x) hspeed = -1.5;
else hspeed = 1.5
if (statetime &gt; 1) vspeed += 0.1;
image_angle -= 6;
if (statetime &gt; 15 &amp;&amp; collision_point(x, y + 16, oSolid, true, true) != noone) event_user(1);
statetime += 1;
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="11">
<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>instance_destroy();
make_explosion1big(x, y);
expl = instance_create(x, y, oExplosionSmoke);
expl.width = 32;
expl.height = 32;
expl.expl_dir = 90;
expl.expl_spd = 1;
expl.explosions = 10;
expl.smoke_steps = 1;
repeat (8) {
rock = instance_create(x, y - 8, oFXTrail);
rock.sprite_index = sRockPieceA4;
rock.image_index = floor(random(6));
rock.image_alpha = 1;
rock.fadespeed = 0.005;
rock.additive = 0;
rock.vspeed = -2 - random(3);
rock.hspeed = -2 + random(4);
rock.gravity = 0.2;
rock.gravity_direction = 270;
rock.depth = -150;
}
sfx_play(sndBoss1Stomp);
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="10">
<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 != 1) {
state = 1;
statetime = 0;
}
</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>