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AM2R-Community-Updates/objects/oObjectCamera.object.gmx

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2020-12-22 20:54:55 -06:00
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sEDCam</spriteName>
<solid>0</solid>
<visible>0</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</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>target_obj = -4;
dist_x = 280; //+ (oControl.widescreen_space/2);
dist_y = 180;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" 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>/// Camera restrictions
if (oControl.widescreen_space + 320 &lt;= room_width) { // widescreen rooms prevent black bars
var limit = floor(oControl.widescreen_space/2)+160;
x = clamp(x, limit, room_width-limit);
}
else { // single-wide rooms
x = floor(room_width/2);
}
</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>if (instance_exists(target_obj)) {
x = target_obj.x + (oCharacter.x - target_obj.x) / 2;
y = target_obj.y + (oCharacter.y - target_obj.y) / 2;
if (abs(oCharacter.x - target_obj.x) &lt; dist_x &amp;&amp; abs(oCharacter.y - target_obj.y) &lt; dist_y) {
oCamera.smootin = 30;
if (oCamera.focus == 0) {
oCamera.focus = 1;
oCamera.focustime = 0;
}
oCamera.focustime += 1;
oCamera.lockx = 1;
oCamera.locky = 1;
oCamera.targetx = x;
oCamera.targety = y;
oCamera.snapx = 0;
oCamera.snapy = 0;
oCamera.smoothout = 40;
oCamera.alarm[0] = 2;
}
}
</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>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>