Game Development Reference
In-Depth Information
4.
Immediately follow this with a
Change Instance
action (
main1
tab) that will change
into
obj_zool_wall
and
Perform Events
(
Destroy
and
Create
) as it does so. This will
now make Zool automatically grab onto walls if there is a wall directly in front of him at
the end of a step—but only he is traveling downward. This is actually a good feature, as
it allows him to quickly scale walls in a number of successive jumps. You should now
have seven actions in the
End Step
event for
obj_zool_air
, as shown in Figure 4-10.
Figure 4-10.
The actions for the End Step event of the Zool air state object
5.
Now reopen
obj_zool
and select the
Draw
event. Within the grouped actions for
FACE_RIGHT
, include a new
Test Variable
action (
control
tab) to check if the
Variable
state
is
equal to
the
Value
ZSTATE_CLIMB
.
6.
Immediately follow this with a
Draw Sprite
action (
draw
tab) to draw
spr_zool_climb_right
at a
Relative
position of
X
=
0
,
Y
=
0
.
7.
Include another
Test Variable
action to check if the
Variable
state
is
equal to
the
Value
ZSTATE_CLING
.
8.
Immediately follow this with a
Draw Sprite
action to draw
spr_zool_climb_right
at a
Relative
position of
X
=
0
,
Y
=
0
and a
Subimage
of
0
. This overrides the animating frame
of the sprite and stops it at the first frame when Zool is in the clinging state.
9.
Now use
spr_zool_climb_left
to create left-facing equivalents of these four new
actions within the grouped actions for
FACE_LEFT
.
Finally, you can now run the game and you should have a crude form of wall-climbing
working. Like our first walking mechanic, it's a little rough around the edges, but don't worry, as
we're going to sort that out next.
Search WWH ::
Custom Search