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Aggiunto il primo pezzo Kinematico. Bugfix.

Messo a posto il paracadute.
This commit is contained in:
Steffo 2013-07-17 23:43:12 +02:00
parent 6558bbb696
commit f712357f4e
8 changed files with 283 additions and 6 deletions

View file

@ -101,6 +101,7 @@
<sprite>sprites\i_lock_green</sprite> <sprite>sprites\i_lock_green</sprite>
<sprite>sprites\i_CD</sprite> <sprite>sprites\i_CD</sprite>
<sprite>sprites\i_ingot_gold</sprite> <sprite>sprites\i_ingot_gold</sprite>
<sprite>sprites\i_moving_h</sprite>
</sprites> </sprites>
<backgrounds name="background"> <backgrounds name="background">
<background>background\cloud</background> <background>background\cloud</background>
@ -235,6 +236,7 @@
</objects> </objects>
<objects name="Piazzabili"> <objects name="Piazzabili">
<object>objects\o_wall_norm</object> <object>objects\o_wall_norm</object>
<object>objects\o_wall_norm_move_h</object>
<object>objects\o_wall_norm_L_D</object> <object>objects\o_wall_norm_L_D</object>
<object>objects\o_wall_norm_L_U</object> <object>objects\o_wall_norm_L_U</object>
<object>objects\o_wall_norm_R_U</object> <object>objects\o_wall_norm_R_U</object>

View file

@ -20,8 +20,9 @@
<PhysicsObjectAwake>-1</PhysicsObjectAwake> <PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic> <PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints> <PhysicsShapePoints>
<point>0,0</point> <point>0,12</point>
<point>24,0</point> <point>8,0</point>
<point>16,0</point>
<point>24,12</point> <point>24,12</point>
</PhysicsShapePoints> </PhysicsShapePoints>
</object> </object>

View file

@ -0,0 +1,250 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>i_moving_h</spriteName>
<solid>-1</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>o_generale</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>phy_linear_velocity_x = +32;
</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>301</id>
<kind>0</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_set_alarm</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>0</kind>
<string>180</string>
</argument>
<argument>
<kind>4</kind>
<string>0</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>phy_linear_velocity_x = +32;
</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>301</id>
<kind>0</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_set_alarm</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>0</kind>
<string>180</string>
</argument>
<argument>
<kind>4</kind>
<string>0</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>phy_linear_velocity_x = -32;
</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>301</id>
<kind>0</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_set_alarm</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>0</kind>
<string>180</string>
</argument>
<argument>
<kind>4</kind>
<string>1</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="8" enumb="0">
<action>
<libid>1</libid>
<id>612</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>-1</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_if_variable</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>0</kind>
<string>debug_mode</string>
</argument>
<argument>
<kind>0</kind>
<string>true</string>
</argument>
<argument>
<kind>4</kind>
<string>0</string>
</argument>
</arguments>
</action>
<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>draw_set_color(c_ltgray);
physics_draw_debug();
</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>421</id>
<kind>3</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>0</useapplyto>
<exetype>0</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
</action>
<action>
<libid>1</libid>
<id>500</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>0</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring>draw_self();</codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
</action>
</event>
</events>
<PhysicsObject>-1</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>1</PhysicsObjectShape>
<PhysicsObjectDensity>0</PhysicsObjectDensity>
<PhysicsObjectRestitution>0</PhysicsObjectRestitution>
<PhysicsObjectGroup>1</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.5</PhysicsObjectFriction>
<PhysicsObjectAwake>0</PhysicsObjectAwake>
<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
<PhysicsShapePoints>
<point>0,0</point>
<point>32,0</point>
<point>32,32</point>
<point>0,32</point>
</PhysicsShapePoints>
</object>

View file

@ -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 || selected = 34 || selected = 37 || selected = 40) if (selected = 10 || selected = 43 || selected = 44 || selected = 45 || selected = 46 || selected = 34 || selected = 37 || selected = 40 || selected = 47)
{ {
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]);
} }

View file

@ -1,7 +1,7 @@
//Seleziona il primo oggetto. //Seleziona il primo oggetto.
selected = 0; selected = 0;
//Definisci qual è il numero massimo, ad esempio se arriva a stack_names[9] scrivi 9. //Definisci qual è il numero massimo, ad esempio se arriva a stack_names[9] scrivi 9.
totalitems = 46; totalitems = 47;
//Definisci l'array con tutti i nomi degli oggetti da fare spawnare. //Definisci l'array con tutti i nomi degli oggetti da fare spawnare.
stack_names[0] = o_squadra_sin; stack_names[0] = o_squadra_sin;
stack_names[1] = o_squadra_des; stack_names[1] = o_squadra_des;
@ -50,7 +50,7 @@ stack_names[43] = o_wall_norm_L_D;
stack_names[44] = o_wall_norm_R_D; stack_names[44] = o_wall_norm_R_D;
stack_names[45] = o_wall_norm_R_U; stack_names[45] = o_wall_norm_R_U;
stack_names[46] = o_wall_norm_L_U; stack_names[46] = o_wall_norm_L_U;
stack_names[47] = o_wall_norm_move_h;
//Disattiva il mouse normale visto che viene generato automaticamente. //Disattiva il mouse normale visto che viene generato automaticamente.
window_set_cursor(cr_none); window_set_cursor(cr_none);
//Apri il file di salvataggio, carica il record e chiudi il file. //Apri il file di salvataggio, carica il record e chiudi il file.

View file

@ -1,4 +1,4 @@
if (selected = 10 || selected = 43 || selected = 44 || selected = 45 || selected = 46 || selected = 34 || selected = 37 || selected = 40) if (selected = 10 || selected = 43 || selected = 44 || selected = 45 || selected = 46 || selected = 34 || selected = 37 || selected = 40 || selected = 47)
{ {
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);
} }

View file

@ -0,0 +1,24 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<sprite>
<xorig>16</xorig>
<yorigin>16</yorigin>
<colkind>1</colkind>
<coltolerance>0</coltolerance>
<sepmasks>0</sepmasks>
<bboxmode>0</bboxmode>
<bbox_left>0</bbox_left>
<bbox_right>31</bbox_right>
<bbox_top>0</bbox_top>
<bbox_bottom>31</bbox_bottom>
<HTile>0</HTile>
<VTile>0</VTile>
<TextureGroups>
<TextureGroup0>0</TextureGroup0>
</TextureGroups>
<For3D>0</For3D>
<width>32</width>
<height>32</height>
<frames>
<frame index="0">images\i_moving_h_0.png</frame>
</frames>
</sprite>

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