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212 lines
6.2 KiB
212 lines
6.2 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>sDebris</spriteName>
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<solid>0</solid>
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<visible>-1</visible>
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<depth>5</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>alarm[0] = 40 + random(30);
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rotspeed = -10 + random(20);
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image_index = round(random(sprite_get_number(sprite_index) - 1));
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image_speed = 0;
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direction = 180 - random(180);
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speed = 0.5 + random(6);
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gravity = 0.2;
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gravity_direction = 270;
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canbounce = 1;
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alarm[1] = 1;
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inwater = 0;
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playsound = 1;
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if (collision_line(x - 2, y, x + 2, y, oSolid, false, false) > 0 && collision_point(x - 10, y, oSolid, false, false) < 0) {
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x -= 10;
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exit;
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}
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if (collision_line(x - 2, y, x + 2, y, oSolid, false, false) > 0 && collision_point(x + 10, y, oSolid, false, false) < 0) {
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x += 10;
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exit;
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}
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if (collision_line(x, y - 2, x, y + 2, oSolid, false, false) > 0 && collision_point(x, y + 10, oSolid, false, false) < 0) {
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y += 10;
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exit;
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}
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if (collision_line(x, y - 2, x, y + 2, oSolid, false, false) > 0 && collision_point(x, y - 10, oSolid, false, false) < 0) {
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y -= 10;
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exit;
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}
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if (global.waterlevel != 0) {
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if (global.watertype == false && instance_exists(oWater)) {
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if (y > global.waterlevel + oWater.yoffset) inwater = 1;
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if (y < global.waterlevel + oWater.yoffset) inwater = 0;
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}
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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="2" enumb="1">
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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>canbounce = 1;
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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="2" 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>if (image_alpha > 0) {
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image_alpha -= 0.1;
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} else instance_destroy();
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alarm[0] = 1;
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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>image_angle += rotspeed;
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if (global.waterlevel != 0) {
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if (global.watertype == false && instance_exists(oWater)) {
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if (y > global.waterlevel + oWater.yoffset) {
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if (!inwater) {
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inwater = 1;
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speed *= 0.5;
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instance_create(x, y, oSmallSplash);
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}
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inwater = 1;
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}
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if (y < global.waterlevel + oWater.yoffset) {
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if (inwater) {
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inwater = 0;
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instance_create(x, y, oSmallSplash);
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}
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inwater = 0;
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}
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}
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}
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if (!inwater) {
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gravity = 0.2;
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} else gravity = 0.1;
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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="4" ename="oSolid">
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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>if (canbounce) {
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move_bounce_all(0);
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speed *= 0.5;
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if (speed > 0.5) rotspeed *= -1;
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if (playsound) {
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if (speed > 1 && random(1) < 0.5) {
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snd = floor(random(3));
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switch (snd) {
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case 0: PlaySoundVisible(73, x, y); break;
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case 1: PlaySoundVisible(74, x, y); break;
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case 2: PlaySoundVisible(75, x, y); break;
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}
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}
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}
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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>0</PhysicsObject>
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<PhysicsObjectSensor>0</PhysicsObjectSensor>
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<PhysicsObjectShape>0</PhysicsObjectShape>
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<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
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<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
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<PhysicsObjectGroup>0</PhysicsObjectGroup>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
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<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
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<PhysicsShapePoints/>
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</object>
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