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Reso i luchetti più simili ai muri.

This commit is contained in:
Steffo 2013-07-17 22:48:38 +02:00
parent e5bdcdd221
commit 861ae352e7
15 changed files with 29 additions and 29 deletions

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@ -222,7 +222,7 @@
<option_use_new_audio>True</option_use_new_audio> <option_use_new_audio>True</option_use_new_audio>
<option_variableerrors>False</option_variableerrors> <option_variableerrors>False</option_variableerrors>
<option_version>Alpha</option_version> <option_version>Alpha</option_version>
<option_version_build>3</option_version_build> <option_version_build>4</option_version_build>
<option_version_company>Royal Games</option_version_company> <option_version_company>Royal Games</option_version_company>
<option_version_copyright>lolno</option_version_copyright> <option_version_copyright>lolno</option_version_copyright>
<option_version_description></option_version_description> <option_version_description></option_version_description>

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@ -21,8 +21,8 @@
<PhysicsObjectKinematic>0</PhysicsObjectKinematic> <PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints> <PhysicsShapePoints>
<point>0,0</point> <point>0,0</point>
<point>64,0</point> <point>32,0</point>
<point>64,24</point> <point>32,32</point>
<point>0,24</point> <point>0,32</point>
</PhysicsShapePoints> </PhysicsShapePoints>
</object> </object>

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@ -16,7 +16,7 @@
<PhysicsObjectGroup>1</PhysicsObjectGroup> <PhysicsObjectGroup>1</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>3</PhysicsObjectAngularDamping> <PhysicsObjectAngularDamping>3</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>15</PhysicsObjectFriction> <PhysicsObjectFriction>25</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake> <PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic> <PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints> <PhysicsShapePoints>

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@ -101,7 +101,7 @@
<PhysicsObjectGroup>1</PhysicsObjectGroup> <PhysicsObjectGroup>1</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>3</PhysicsObjectAngularDamping> <PhysicsObjectAngularDamping>3</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>15</PhysicsObjectFriction> <PhysicsObjectFriction>25</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake> <PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic> <PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints> <PhysicsShapePoints>

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@ -16,7 +16,7 @@
<PhysicsObjectGroup>1</PhysicsObjectGroup> <PhysicsObjectGroup>1</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>3</PhysicsObjectAngularDamping> <PhysicsObjectAngularDamping>3</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>15</PhysicsObjectFriction> <PhysicsObjectFriction>25</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake> <PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic> <PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints> <PhysicsShapePoints>

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@ -16,12 +16,12 @@
<PhysicsObjectGroup>1</PhysicsObjectGroup> <PhysicsObjectGroup>1</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>15</PhysicsObjectAngularDamping> <PhysicsObjectAngularDamping>15</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>15</PhysicsObjectFriction> <PhysicsObjectFriction>25</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake> <PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic> <PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints> <PhysicsShapePoints>
<point>0,0</point> <point>8,0</point>
<point>16,0</point>
<point>16,16</point> <point>16,16</point>
<point>0,16</point>
</PhysicsShapePoints> </PhysicsShapePoints>
</object> </object>

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@ -16,12 +16,12 @@
<PhysicsObjectGroup>1</PhysicsObjectGroup> <PhysicsObjectGroup>1</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>15</PhysicsObjectAngularDamping> <PhysicsObjectAngularDamping>15</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>15</PhysicsObjectFriction> <PhysicsObjectFriction>25</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake> <PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic> <PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints> <PhysicsShapePoints>
<point>0,0</point>
<point>16,0</point>
<point>16,16</point> <point>16,16</point>
<point>0,16</point>
<point>0,0</point>
</PhysicsShapePoints> </PhysicsShapePoints>
</object> </object>

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@ -298,7 +298,7 @@
<argument> <argument>
<kind>1</kind> <kind>1</kind>
<string>//Fai spawnare l'oggetto selezionato in base all'array stack_names. <string>//Fai spawnare l'oggetto selezionato in base all'array stack_names.
if (selected = 10 || selected = 43 || selected = 44 || selected = 45 || selected = 46) if (selected = 10 || selected = 43 || selected = 44 || selected = 45 || selected = 46 || selected = 34 || selected = 37 || selected = 40)
{ {
instance_create(floor((mouse_x div 32))*32,floor((mouse_y div 32))*32,stack_names[selected]); instance_create(floor((mouse_x div 32))*32,floor((mouse_y div 32))*32,stack_names[selected]);
} }

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@ -1,4 +1,4 @@
if (selected = 10 || selected = 43 || selected = 44 || selected = 45 || selected = 46) if (selected = 10 || selected = 43 || selected = 44 || selected = 45 || selected = 46 || selected = 34 || selected = 37 || selected = 40)
{ {
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); 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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@ -7,17 +7,17 @@
<sepmasks>0</sepmasks> <sepmasks>0</sepmasks>
<bboxmode>0</bboxmode> <bboxmode>0</bboxmode>
<bbox_left>0</bbox_left> <bbox_left>0</bbox_left>
<bbox_right>63</bbox_right> <bbox_right>31</bbox_right>
<bbox_top>0</bbox_top> <bbox_top>0</bbox_top>
<bbox_bottom>23</bbox_bottom> <bbox_bottom>31</bbox_bottom>
<HTile>0</HTile> <HTile>0</HTile>
<VTile>0</VTile> <VTile>0</VTile>
<TextureGroups> <TextureGroups>
<TextureGroup0>0</TextureGroup0> <TextureGroup0>0</TextureGroup0>
</TextureGroups> </TextureGroups>
<For3D>0</For3D> <For3D>0</For3D>
<width>64</width> <width>32</width>
<height>24</height> <height>32</height>
<frames> <frames>
<frame index="0">images\i_lock_blue_0.png</frame> <frame index="0">images\i_lock_blue_0.png</frame>
</frames> </frames>

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@ -7,17 +7,17 @@
<sepmasks>0</sepmasks> <sepmasks>0</sepmasks>
<bboxmode>0</bboxmode> <bboxmode>0</bboxmode>
<bbox_left>0</bbox_left> <bbox_left>0</bbox_left>
<bbox_right>63</bbox_right> <bbox_right>31</bbox_right>
<bbox_top>0</bbox_top> <bbox_top>0</bbox_top>
<bbox_bottom>23</bbox_bottom> <bbox_bottom>31</bbox_bottom>
<HTile>0</HTile> <HTile>0</HTile>
<VTile>0</VTile> <VTile>0</VTile>
<TextureGroups> <TextureGroups>
<TextureGroup0>0</TextureGroup0> <TextureGroup0>0</TextureGroup0>
</TextureGroups> </TextureGroups>
<For3D>0</For3D> <For3D>0</For3D>
<width>64</width> <width>32</width>
<height>24</height> <height>32</height>
<frames> <frames>
<frame index="0">images\i_lock_green_0.png</frame> <frame index="0">images\i_lock_green_0.png</frame>
</frames> </frames>

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@ -1,23 +1,23 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<sprite> <sprite>
<xorig>32</xorig> <xorig>16</xorig>
<yorigin>12</yorigin> <yorigin>16</yorigin>
<colkind>1</colkind> <colkind>1</colkind>
<coltolerance>0</coltolerance> <coltolerance>0</coltolerance>
<sepmasks>0</sepmasks> <sepmasks>0</sepmasks>
<bboxmode>0</bboxmode> <bboxmode>0</bboxmode>
<bbox_left>0</bbox_left> <bbox_left>0</bbox_left>
<bbox_right>63</bbox_right> <bbox_right>31</bbox_right>
<bbox_top>0</bbox_top> <bbox_top>0</bbox_top>
<bbox_bottom>23</bbox_bottom> <bbox_bottom>31</bbox_bottom>
<HTile>0</HTile> <HTile>0</HTile>
<VTile>0</VTile> <VTile>0</VTile>
<TextureGroups> <TextureGroups>
<TextureGroup0>0</TextureGroup0> <TextureGroup0>0</TextureGroup0>
</TextureGroups> </TextureGroups>
<For3D>0</For3D> <For3D>0</For3D>
<width>64</width> <width>32</width>
<height>24</height> <height>32</height>
<frames> <frames>
<frame index="0">images\i_lock_red_0.png</frame> <frame index="0">images\i_lock_red_0.png</frame>
</frames> </frames>

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