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282 lines
7.7 KiB
282 lines
7.7 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>sYumbo</spriteName>
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<solid>0</solid>
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<visible>-1</visible>
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<depth>-3</depth>
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<persistent>0</persistent>
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<parentName>oEnemy</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>action_inherited();
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makeActive();
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setCollisionBounds(-4, -4, 4, 0);
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myhealth = 5;
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damage = 2;
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hitsound = sndEHit1;
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deathsound = sndEDeath2;
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platyoffset = -4;
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frozenspr = sYumboFrozen;
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target = 0;
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canattack = 1;
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freezetime = 400;
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state = 1;
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alarm[0] = 60 + random(120);
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alarm[1] = 90 + random(120);
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alarm[3] = 4;
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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="3">
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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[3] = 5;
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if (state == 4 && frozen == 0) {
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spark = instance_create(x+(2*facing), y-1, oFXTrail);
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spark.sprite_index = sYumboSpark;
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spark.additive = 1;
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spark.image_alpha = 1;
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spark.fadespeed = 0.1;
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spark.image_xscale = facing;
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spark.depth = -5;
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spark.hspeed = xVel / 2;
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spark.image_speed = 1;
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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="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>if (state == 4) state = 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="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>alarm[1] = 60 + random(120);
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if (frozen == 0) {
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if (state == 3) {
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state = 4;
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}
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if (state == 1 && target == 1 && global.difficulty == 2) state = 3;
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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="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] = 60 + random(320);
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if (state == 1 && frozen == 0) {
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facing = -facing;
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state = 2;
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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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<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>action_inherited();
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enemy_active_check(20);
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enemy_target_check(180, 0);
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if (frozen == 0) {
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if (active == 1) {
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if (state == 1) {
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xVel = 1 * facing;
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yVel = 0;
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image_angle = 0;
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if (isCollisionRight(2) && facing == 1) {
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facing = -1;
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state = 2;
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image_index = 0;
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}
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if (isCollisionLeft(2) && facing == -1) {
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facing = 1;
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state = 2;
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image_index = 0;
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}
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}
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if (state == 2) xVel *= 0.7;
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if (state == 3) {
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xVel *= 0.9;
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image_angle = point_direction(x, y, oCharacter.x, oCharacter.y - 16) + 180 * (facing == -1);
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if (y > oCharacter.y - 26) yVel = -2;
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if (y < oCharacter.y - 26) yVel = 2;
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if (y > oCharacter.y - 30 && y < oCharacter.y - 20) {
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sfx_play(sndYumboDash);
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state = 4;
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alarm[2] = 60;
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}
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if (target == 0) state = 1;
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}
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if (state == 4) {
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image_angle = 0;
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xVel = 3 * facing;
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yVel = 0;
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if (isCollisionRight(4) || isCollisionLeft(4)) state = 1;
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}
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if (stun == 0) moveTo(xVel, yVel);
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} // if (active == 1)
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if (active == 0 && state == 4) state = 1;
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if (state == 1) {
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sprite_index = sYumbo;
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image_speed = 0.5;
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}
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if (state == 2) {
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sprite_index = sYumboTurn;
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image_speed = 0.2;
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}
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if (state == 3) {
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sprite_index = sYumbo;
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image_speed = 0.5;
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}
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if (state == 4) {
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sprite_index = sYumbo;
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image_speed = 1;
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}
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} // if (frozen == 0)
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if (state == 100) enemy_death();
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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>if (state == 2) state = 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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</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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