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AM2Rogue/Export_Code/gml_Object_oYumbo_Step_0.gml

81 lines
1.8 KiB

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) && facing == 1)
{
facing = -1
state = 2
image_index = 0
}
if (isCollisionLeft(2) && 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 > (oCharacter.y - 26))
yVel = -2
if (y < (oCharacter.y - 26))
yVel = 2
if (y > (oCharacter.y - 30) && y < (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 == 0 && 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 (state == 100)
enemy_death()