Files
AM2R-Community-Updates/objects/oAreaIntro.object.gmx
2020-12-22 20:54:55 -06:00

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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sIntro_A1</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>-1</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>/// CREATION
image_speed = 0; // 0.25 at runtime, don't set until visible
alarm[0] = 2;
//vis = 0;
visible = 0;
state = 1;
for (var i = 0; i &lt; (image_number + 1); i++) {
pause[i] = 0;
}
quarter_delay = 15;
final_delay = 180;
</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>/// ALARM[0]
var index = real(string_char_at(sprite_get_name(sprite_index), 9));
//show_debug_message(string(index));
for (var i = 0; i &lt; (image_number + 1); i++) { // Safety first, kiddos
pause[i] = 0;
}
// Grab values from oControl...
pause[oControl.mod_header[index, 1]] = quarter_delay;
pause[oControl.mod_header[index, 2]] = quarter_delay;
pause[oControl.mod_header[index, 3]] = quarter_delay;
pause[oControl.mod_header[index, 4]] = final_delay;
if (sprite_index = sIntro_A7) { // Special handling for INTERLOPER
pause[oControl.mod_header[index, 2]] = quarter_delay*2;
pause[oControl.mod_header[index, 3]] = quarter_delay*2;
pause[oControl.mod_header[index, 4]] = quarter_delay*2;
}
//pause[0] = quarter_delay;
//pause[3] = quarter_delay;
/*switch (sprite_index) {
case sIntro_A1:
case sIntro_A2: {
pause[19] = quarter_delay;
pause[21] = final_delay;
break;
}
case sIntro_A4:
case sIntro_A8: {
pause[15] = quarter_delay;
pause[17] = final_delay;
break;
}
case sIntro_A3: {
pause[24] = quarter_delay;
pause[26] = final_delay;
break;
}
case sIntro_A5: {
pause[26] = quarter_delay;
pause[28] = final_delay;
break;
}
case sIntro_A7: {
pause[7] = quarter_delay*2;
pause[9] = quarter_delay*2;
pause[17] = quarter_delay*2;
}
}*/
visible = 1;
image_speed = 0.25;
</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>/// STEP
if ((state == 0) || (!global.ingame) || (room == rm_transition)) {
image_speed = 0;
exit;
} else {
if (pause[floor(image_index)] &gt; 0) { // If one of the pause frames and not yet depleted...
image_speed = 0; // Freeze
image_index = floor(image_index);
pause[floor(image_index)] --;
} else {
image_speed = 0.25;
}
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="7">
<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>/// ANIMATION_END
instance_destroy();
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="8" 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 (global.ingame &amp;&amp; oControl.displaygui &amp;&amp; instance_exists(oCharacter)) {
surface_set_target(oControl.gui_surface);
draw_sprite_ext(sprite_index, image_index, (160 - (floor(sprite_get_width(sprite_index)/2))) + (oControl.widescreen_space/2), 30, 1, 1, 0, -1, image_alpha); // y was 30 for top, 228 for bottom
// 316 used to be x for right alignment
surface_reset_target();
}
</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>