Files
AM2R-Community-Updates/objects/oQueenLegBack.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>sQueenFootFront</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>10</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>flashing = 0;
fxtimer = 0;
state = 0;
targetx = x;
base_x = x;
image_angle = 0;
spr_foot = sQueenLeg2F;
</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>if (instance_exists(oQueenHead)) {
flashing = oQueenHead.flashing;
fxtimer = oQueenHead.fxtimer;
}
</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 (state == 0) {
if (x - base_x &lt; -24) {
state = 1;
targetx = x + 80;
vspeed = -2.5;
gravity = 0.2;
gravity_direction = 270;
}
if (x - base_x &gt; 70) {
state = 1;
targetx = x - 80;
vspeed = -2.5;
gravity = 0.2;
gravity_direction = 270;
}
}
if (state == 1) {
if (abs(x - targetx) &gt; 1) {
x = lerp(x, targetx, 0.1);
} else state = 0;
}
col1 = collision_line(x, y - 20, x, y, oSolid, true, true);
col2 = collision_point(x, y + 1, oSolid, true, true);
if (col2 &lt; 0) y += 1;
if (col1 &gt; 0) {
y -= 1;
if (vspeed &gt; 0) {
vspeed = 0;
gravity = 0;
event_user(0);
}
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="10">
<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>var i;
i = 0;
repeat (3) {
expl = instance_create(x - 20 + i * 20, y, oFXAnimSpark);
expl.image_speed = 0.5;
expl.additive = 0;
expl.sprite_index = sExplSmoke;
expl.depth = 9;
expl.vspeed = -0.5;
i += 1;
}
</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(oControl.mod_fusion == 1 || oControl.MonsterPalettesFusionOnly == 0) {
pal_swap_set(oControl.QueenPalette, 2, false);
}
if (!flashing) {
draw_sprite(spr_foot, -1, x, y);
} else {
draw_sprite_ext(spr_foot, -1, x, y, 1, 1, image_angle, make_color_rgb(255 - fxtimer * 63, 255 - fxtimer * 63, 255 - fxtimer * 63), 1);
draw_set_blend_mode(bm_add);
repeat (2) draw_sprite_ext(spr_foot, -1, x, y, 1, 1, image_angle, -1, 1 - fxtimer * 0.25);
draw_set_blend_mode(bm_normal);
}
shader_reset();
</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>-1</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>