mirror of
https://github.com/Steffo99/stack.git
synced 2024-11-22 16:04:19 +00:00
Reso i luchetti più simili ai muri.
This commit is contained in:
parent
e5bdcdd221
commit
861ae352e7
15 changed files with 29 additions and 29 deletions
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@ -222,7 +222,7 @@
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<option_use_new_audio>True</option_use_new_audio>
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<option_use_new_audio>True</option_use_new_audio>
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<option_variableerrors>False</option_variableerrors>
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<option_variableerrors>False</option_variableerrors>
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<option_version>Alpha</option_version>
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<option_version>Alpha</option_version>
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<option_version_build>3</option_version_build>
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<option_version_build>4</option_version_build>
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<option_version_company>Royal Games</option_version_company>
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<option_version_company>Royal Games</option_version_company>
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<option_version_copyright>lolno</option_version_copyright>
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<option_version_copyright>lolno</option_version_copyright>
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<option_version_description></option_version_description>
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<option_version_description></option_version_description>
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@ -21,8 +21,8 @@
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsShapePoints>
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<PhysicsShapePoints>
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<point>0,0</point>
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<point>0,0</point>
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<point>64,0</point>
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<point>32,0</point>
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<point>64,24</point>
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<point>32,32</point>
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<point>0,24</point>
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<point>0,32</point>
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</PhysicsShapePoints>
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</PhysicsShapePoints>
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</object>
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</object>
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@ -16,7 +16,7 @@
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<PhysicsObjectGroup>1</PhysicsObjectGroup>
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<PhysicsObjectGroup>1</PhysicsObjectGroup>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectAngularDamping>3</PhysicsObjectAngularDamping>
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<PhysicsObjectAngularDamping>3</PhysicsObjectAngularDamping>
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<PhysicsObjectFriction>15</PhysicsObjectFriction>
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<PhysicsObjectFriction>25</PhysicsObjectFriction>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsShapePoints>
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<PhysicsShapePoints>
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@ -101,7 +101,7 @@
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<PhysicsObjectGroup>1</PhysicsObjectGroup>
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<PhysicsObjectGroup>1</PhysicsObjectGroup>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectAngularDamping>3</PhysicsObjectAngularDamping>
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<PhysicsObjectAngularDamping>3</PhysicsObjectAngularDamping>
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<PhysicsObjectFriction>15</PhysicsObjectFriction>
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<PhysicsObjectFriction>25</PhysicsObjectFriction>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsShapePoints>
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<PhysicsShapePoints>
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@ -16,7 +16,7 @@
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<PhysicsObjectGroup>1</PhysicsObjectGroup>
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<PhysicsObjectGroup>1</PhysicsObjectGroup>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectAngularDamping>3</PhysicsObjectAngularDamping>
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<PhysicsObjectAngularDamping>3</PhysicsObjectAngularDamping>
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<PhysicsObjectFriction>15</PhysicsObjectFriction>
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<PhysicsObjectFriction>25</PhysicsObjectFriction>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsShapePoints>
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<PhysicsShapePoints>
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@ -16,12 +16,12 @@
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<PhysicsObjectGroup>1</PhysicsObjectGroup>
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<PhysicsObjectGroup>1</PhysicsObjectGroup>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectAngularDamping>15</PhysicsObjectAngularDamping>
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<PhysicsObjectAngularDamping>15</PhysicsObjectAngularDamping>
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<PhysicsObjectFriction>15</PhysicsObjectFriction>
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<PhysicsObjectFriction>25</PhysicsObjectFriction>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsShapePoints>
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<PhysicsShapePoints>
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<point>0,0</point>
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<point>8,0</point>
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<point>16,0</point>
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<point>16,16</point>
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<point>16,16</point>
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<point>0,16</point>
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</PhysicsShapePoints>
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</PhysicsShapePoints>
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</object>
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</object>
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@ -16,12 +16,12 @@
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<PhysicsObjectGroup>1</PhysicsObjectGroup>
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<PhysicsObjectGroup>1</PhysicsObjectGroup>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectAngularDamping>15</PhysicsObjectAngularDamping>
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<PhysicsObjectAngularDamping>15</PhysicsObjectAngularDamping>
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<PhysicsObjectFriction>15</PhysicsObjectFriction>
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<PhysicsObjectFriction>25</PhysicsObjectFriction>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsShapePoints>
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<PhysicsShapePoints>
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<point>0,0</point>
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<point>16,0</point>
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<point>16,16</point>
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<point>16,16</point>
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<point>0,16</point>
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<point>0,0</point>
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</PhysicsShapePoints>
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</PhysicsShapePoints>
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</object>
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</object>
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@ -298,7 +298,7 @@
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<argument>
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<argument>
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<kind>1</kind>
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<kind>1</kind>
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<string>//Fai spawnare l'oggetto selezionato in base all'array stack_names.
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<string>//Fai spawnare l'oggetto selezionato in base all'array stack_names.
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if (selected = 10 || selected = 43 || selected = 44 || selected = 45 || selected = 46)
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if (selected = 10 || selected = 43 || selected = 44 || selected = 45 || selected = 46 || selected = 34 || selected = 37 || selected = 40)
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{
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{
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instance_create(floor((mouse_x div 32))*32,floor((mouse_y div 32))*32,stack_names[selected]);
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instance_create(floor((mouse_x div 32))*32,floor((mouse_y div 32))*32,stack_names[selected]);
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}
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}
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@ -1,4 +1,4 @@
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if (selected = 10 || selected = 43 || selected = 44 || selected = 45 || selected = 46)
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if (selected = 10 || selected = 43 || selected = 44 || selected = 45 || selected = 46 || selected = 34 || selected = 37 || selected = 40)
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{
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{
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draw_sprite_ext(object_get_sprite(stack_names[selected]), 0, floor((mouse_x div 32))*32,floor((mouse_y div 32))*32, 1, 1, 0, c_white, 0.4);
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draw_sprite_ext(object_get_sprite(stack_names[selected]), 0, floor((mouse_x div 32))*32,floor((mouse_y div 32))*32, 1, 1, 0, c_white, 0.4);
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}
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}
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@ -7,17 +7,17 @@
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<sepmasks>0</sepmasks>
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<sepmasks>0</sepmasks>
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<bboxmode>0</bboxmode>
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<bboxmode>0</bboxmode>
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<bbox_left>0</bbox_left>
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<bbox_left>0</bbox_left>
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<bbox_right>63</bbox_right>
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<bbox_right>31</bbox_right>
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<bbox_top>0</bbox_top>
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<bbox_top>0</bbox_top>
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<bbox_bottom>23</bbox_bottom>
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<bbox_bottom>31</bbox_bottom>
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<HTile>0</HTile>
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<HTile>0</HTile>
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<VTile>0</VTile>
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<VTile>0</VTile>
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<TextureGroups>
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<TextureGroups>
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<TextureGroup0>0</TextureGroup0>
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<TextureGroup0>0</TextureGroup0>
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</TextureGroups>
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</TextureGroups>
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<For3D>0</For3D>
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<For3D>0</For3D>
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<width>64</width>
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<width>32</width>
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<height>24</height>
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<height>32</height>
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<frames>
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<frames>
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<frame index="0">images\i_lock_blue_0.png</frame>
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<frame index="0">images\i_lock_blue_0.png</frame>
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</frames>
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</frames>
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@ -7,17 +7,17 @@
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<sepmasks>0</sepmasks>
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<sepmasks>0</sepmasks>
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<bboxmode>0</bboxmode>
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<bboxmode>0</bboxmode>
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<bbox_left>0</bbox_left>
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<bbox_left>0</bbox_left>
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<bbox_right>63</bbox_right>
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<bbox_right>31</bbox_right>
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<bbox_top>0</bbox_top>
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<bbox_top>0</bbox_top>
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<bbox_bottom>23</bbox_bottom>
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<bbox_bottom>31</bbox_bottom>
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<HTile>0</HTile>
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<HTile>0</HTile>
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<VTile>0</VTile>
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<VTile>0</VTile>
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<TextureGroups>
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<TextureGroups>
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<TextureGroup0>0</TextureGroup0>
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<TextureGroup0>0</TextureGroup0>
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</TextureGroups>
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</TextureGroups>
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<For3D>0</For3D>
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<For3D>0</For3D>
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<width>64</width>
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<width>32</width>
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<height>24</height>
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<height>32</height>
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<frames>
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<frames>
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<frame index="0">images\i_lock_green_0.png</frame>
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<frame index="0">images\i_lock_green_0.png</frame>
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</frames>
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</frames>
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@ -1,23 +1,23 @@
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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
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<sprite>
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<sprite>
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<xorig>32</xorig>
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<xorig>16</xorig>
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<yorigin>12</yorigin>
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<yorigin>16</yorigin>
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<colkind>1</colkind>
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<colkind>1</colkind>
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<coltolerance>0</coltolerance>
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<coltolerance>0</coltolerance>
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<sepmasks>0</sepmasks>
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<sepmasks>0</sepmasks>
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<bboxmode>0</bboxmode>
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<bboxmode>0</bboxmode>
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<bbox_left>0</bbox_left>
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<bbox_left>0</bbox_left>
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<bbox_right>63</bbox_right>
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<bbox_right>31</bbox_right>
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<bbox_top>0</bbox_top>
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<bbox_top>0</bbox_top>
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<bbox_bottom>23</bbox_bottom>
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<bbox_bottom>31</bbox_bottom>
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<HTile>0</HTile>
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<HTile>0</HTile>
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<VTile>0</VTile>
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<VTile>0</VTile>
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<TextureGroups>
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<TextureGroups>
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<TextureGroup0>0</TextureGroup0>
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<TextureGroup0>0</TextureGroup0>
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</TextureGroups>
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</TextureGroups>
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<For3D>0</For3D>
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<For3D>0</For3D>
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<width>64</width>
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<width>32</width>
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<height>24</height>
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<height>32</height>
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<frames>
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<frames>
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<frame index="0">images\i_lock_red_0.png</frame>
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<frame index="0">images\i_lock_red_0.png</frame>
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</frames>
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</frames>
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