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123 lines
3.2 KiB
123 lines
3.2 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>sSolid</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="8" 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>// i'm so sorry for your frames
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switch (solid_style){
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default:
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draw_self();
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break;
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case 1:
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draw_sprite(sSlope1,0,x,y);
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break;
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case 2:
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draw_sprite(sSlope2,0,x,y);
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break;
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case 3:
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draw_sprite(sBlockStep,0,x,y);
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break;
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case 4:
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draw_sprite(sBlockShoot,0,x,y);
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break;
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case 5:
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draw_sprite(sBlockBomb,0,x,y);
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break;
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case 6:
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draw_sprite(sBlockMissile,0,x,y);
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break;
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case 7:
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draw_sprite(sBlockSMissile,0,x,y);
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break;
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case 8:
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draw_sprite(sBlockPBomb,0,x,y);
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break;
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case 9:
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draw_sprite(sBlockScrew,0,x,y);
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break;
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case 10:
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draw_sprite(sBlockSpeed,0,x,y);
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break;
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case 11:
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draw_sprite(sEditorStart,0,x+8,y+16);
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break;
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case 12:
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draw_sprite(sEDTrigger,0,x,y);
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break;
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case 13:
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draw_sprite(sEDSpike,0,x,y);
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break;
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// items
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case 14:
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draw_sprite(sItemSpiderBall,0,x+0,y+16);
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break;
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case 15:
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draw_sprite(sItemJumpBall,0,x+0,y+16);
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break;
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case 16:
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draw_sprite(sItemHijump,0,x+0,y+16);
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break;
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case 17:
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draw_sprite(sItemSpaceJump,0,x+0,y+16);
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break;
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case 18:
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draw_sprite(sItemBomb,0,x+0,y+16);
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break;
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case 19:
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draw_sprite(sItemMissile,0,x+0,y+16);
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break;
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case 20:
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draw_sprite(sItemSuperMissile,0,x+0,y+16);
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break;
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case 21:
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draw_sprite(sItemPowerBomb,0,x+0,y+16);
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break;
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case 22:
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draw_sprite(sItemScrewAttack,0,x+0,y+16);
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break;
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case 23:
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draw_sprite(sItemSpeedBooster,0,x+0,y+16);
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break;
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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>0</PhysicsObjectKinematic>
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<PhysicsShapePoints/>
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</object>
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