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https://github.com/izzy2lost/AM2R-Community-Updates.git
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187 lines
5.5 KiB
XML
187 lines
5.5 KiB
XML
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
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<object>
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<spriteName>sPlayerDeath</spriteName>
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<solid>0</solid>
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<visible>-1</visible>
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<depth>1</depth>
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<persistent>0</persistent>
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<parentName><undefined></parentName>
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<maskName><undefined></maskName>
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<events>
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<event eventtype="0" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>image_speed = 0.5;
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fade = 0;
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moveplayer = 0;
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facing = 1;
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state = 0;
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whitefade = 0;
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if (oControl.mod_fusion == 1) sprite_index = sPlayerDeath_fusion;
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if (instance_exists(oCharacter)) {
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if (oCharacter.mirror == 1) sprite_index = sDeathR;
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if (oCharacter.mirror == -1) sprite_index = sDeathL;
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x = oCharacter.x - view_xview[0];
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y = oCharacter.y - view_yview[0];
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facing = oCharacter.mirror;
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}
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remove_persistent_objects();
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="2" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>event_user(0);
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="3" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>if (fade < 1) {
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fade += 0.05;
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} else if (moveplayer < 30) {
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x -= (x - 160) / 10;
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y -= (y - 128) / 10;
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moveplayer += 1;
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} else if (state == 0) {
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state = 1;
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image_index = 0;
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image_speed = 0;
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if (oControl.mod_fusion == 1) sprite_index = sPlayerDeath_fusion;
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else sprite_index = sPlayerDeath;
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with (oControl) event_user(4);
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}
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if (state == 1) {
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if (image_index < 12) {
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image_index += 0.3;
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} else {
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state = 2;
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alarm[0] = 120;
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}
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}
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if (state > 0) {
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if (whitefade < 1) whitefade += 0.007;
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}
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="7" enumb="10">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>room_change(2, 0);
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="8" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>if (surface_exists(oControl.screen_surface)) {
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draw_surface_ext(oControl.screen_surface, 0-(oControl.widescreen_space/2), 0, 1, 1, 0, -1, 1 - fade);
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draw_surface_ext(oControl.screen_surface, -1 + random(2) -(oControl.widescreen_space/2), -1 + random(2), 1, 1, 0, c_red, (1 - fade) * 0.5);
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draw_surface_ext(oControl.screen_surface, -1 + random(2) -(oControl.widescreen_space/2), -1 + random(2), 1, 1, 0, c_red, (1 - fade) * 0.5);
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}
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draw_sprite_ext(sprite_index, -1, x, y, facing, 1, 0, -1, 1);
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draw_set_alpha(whitefade);
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draw_set_color(c_white);
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draw_rectangle(0 - (oControl.widescreen_space/2), 0, 330 + oControl.widescreen_space, 260, false);
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draw_set_alpha(1);
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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</events>
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<PhysicsObject>0</PhysicsObject>
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<PhysicsObjectSensor>0</PhysicsObjectSensor>
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<PhysicsObjectShape>0</PhysicsObjectShape>
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<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
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<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
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<PhysicsObjectGroup>0</PhysicsObjectGroup>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
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<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
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<PhysicsShapePoints/>
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</object>
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