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AM2R-TimeTrials/objects/oYumbo.object.gmx

282 lines
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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>sYumbo</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-3</depth>
<persistent>0</persistent>
<parentName>oEnemy</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>action_inherited();
makeActive();
setCollisionBounds(-4, -4, 4, 0);
myhealth = 5;
damage = 2;
hitsound = sndEHit1;
deathsound = sndEDeath2;
platyoffset = -4;
frozenspr = sYumboFrozen;
target = 0;
canattack = 1;
freezetime = 400;
state = 1;
alarm[0] = 60 + random(120);
alarm[1] = 90 + random(120);
alarm[3] = 4;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="3">
<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>alarm[3] = 5;
if (state == 4 &amp;&amp; frozen == 0) {
spark = instance_create(x+(2*facing), y-1, oFXTrail);
spark.sprite_index = sYumboSpark;
spark.additive = 1;
spark.image_alpha = 1;
spark.fadespeed = 0.1;
spark.image_xscale = facing;
spark.depth = -5;
spark.hspeed = xVel / 2;
spark.image_speed = 1;
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="2">
<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 == 4) state = 1;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="1">
<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>alarm[1] = 60 + random(120);
if (frozen == 0) {
if (state == 3) {
state = 4;
}
if (state == 1 &amp;&amp; target == 1 &amp;&amp; global.difficulty == 2) state = 3;
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" 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>alarm[0] = 60 + random(320);
if (state == 1 &amp;&amp; frozen == 0) {
facing = -facing;
state = 2;
image_index = 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>action_inherited();
enemy_active_check(20);
enemy_target_check(180, 0);
if (frozen == 0) {
if (active == 1) {
if (state == 1) {
xVel = 1 * facing;
yVel = 0;
image_angle = 0;
if (isCollisionRight(2) &amp;&amp; facing == 1) {
facing = -1;
state = 2;
image_index = 0;
}
if (isCollisionLeft(2) &amp;&amp; facing == -1) {
facing = 1;
state = 2;
image_index = 0;
}
}
if (state == 2) xVel *= 0.7;
if (state == 3) {
xVel *= 0.9;
image_angle = point_direction(x, y, oCharacter.x, oCharacter.y - 16) + 180 * (facing == -1);
if (y &gt; oCharacter.y - 26) yVel = -2;
if (y &lt; oCharacter.y - 26) yVel = 2;
if (y &gt; oCharacter.y - 30 &amp;&amp; y &lt; oCharacter.y - 20) {
sfx_play(sndYumboDash);
state = 4;
alarm[2] = 60;
}
if (target == 0) state = 1;
}
if (state == 4) {
image_angle = 0;
xVel = 3 * facing;
yVel = 0;
if (isCollisionRight(4) || isCollisionLeft(4)) state = 1;
}
if (stun == 0) moveTo(xVel, yVel);
} // if (active == 1)
if (active == 0 &amp;&amp; state == 4) state = 1;
if (state == 1) {
sprite_index = sYumbo;
image_speed = 0.5;
}
if (state == 2) {
sprite_index = sYumboTurn;
image_speed = 0.2;
}
if (state == 3) {
sprite_index = sYumbo;
image_speed = 0.5;
}
if (state == 4) {
sprite_index = sYumbo;
image_speed = 1;
}
} // if (frozen == 0)
if (state == 100) enemy_death();
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="7">
<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 == 2) state = 1;
</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>