Game Development Reference
In-Depth Information
10.
Repeat steps 5-9 to check for
obj_slope_u2
using the same settings for the
Set Gravity
and
Set Variable
actions. If you want to cut and paste the five actions, then try including
a
Comment
action (
control
tab) at the very end of the list of actions first. Highlight the
five actions (hold control and left-click each one) and then right-click and select
Copy
.
Next, right-click on the
Comment
action and select
Paste
. The actions should appear in
front of the comment, allowing you to repeat the procedure.
11.
Repeat steps 5-9 to check for
obj_slope_u3
using a
Direction
of
225
for the
Set Gravity
action and an
image_index
of
1
for the
Set Variable
action. Again we have to add 180 to
45 to get an angle sloping dowards to the left.
12.
Repeat steps 5-9 for
obj_slope_d1
using a
Direction
of
-45
and
image_index
of
3
.
13.
Repeat steps 5-9 for
obj_slope_d2
using a
Direction
of
-22.5
and
image_index
of
4
.
14.
Repeat steps 5-9 for
obj_slope_d3
also using a
Direction
of
-22.5
and
image_index
of
4
.
There should now be 33 actions in the
Begin Step
event for
obj_zool_ice
, as shown in
Figure 4-18.
15.
Add a
Step, End Step
event and include a
Check Object
action (
control
tab) that checks
for the
Object
obj_slope
,
NOT
at a
Relative
position of
X
=
0
,
Y
=
1
. This next series of
actions will be similar to the ones that help Zool to walk down ramps smoothly, but a bit
more complicated, as it needs to check for both slopes and platforms.
16.
Follow this with a
Start Block
action.
17.
Include a
Check Object
action that checks for the
Object
obj_slope
, at a
Relative
position of
X
=
0
,
Y
=
speed
. This checks if there is actually a slope a bit further below
Zool's feet that he could move down onto.
18.
Follow this with another
Start Block
action.
19.
Include a
Move to Contact
action (
move
tab) with
Direction
set to
270
,
Maximum
set
to
-1
, and
Against
set to
all objects
. This brings Zool back down on top of the slope if
there is one to move down onto.
20.
Follow this with an
End Block
action (
control
tab).
21.
Include an
Else
action.
22.
Follow this with another
Start Block
action.
23.
Include a
Check Object
action (
control
tab) that checks for the
Object
obj_platform
, at
a
Relative
position of
X
=
0
,
Y
=
1
. This checks if Zool is actually standing on a normal
platform if he's not standing on a slope.
24.
Include a
Change Instance
action (
main1
tab) that will change into
obj_zool_land
and
Perform Events
(
Destroy
and
Create
) as it does so. If he is on a normal platform, then
he needs to switch state.
25.
Include an
Else
action (check Figure 4-19 if you're losing track).
26.
Include a
Change Instance
action (
main1
tab) that will change into
obj_zool_air
and
Perform Events
(
Destroy
and
Create
) as it does so. This will start Zool falling if he isn't
sliding down a slope or supported by a normal platform.
27.
Include an
End Block
action (
control
tab).
28.
Include a second
End Block
action. There should now be 14 actions in the
End Step
event for
obj_zool_ice
, as shown in Figure 4-19.
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