Game Development Reference
In-Depth Information
3.
Select the
obj_slope
Collision
event. Highlight the
Move to Contact
action and
Paste
the
Execute Script
action in its place. Edit the
Execute Script
action and change
Argument0
to
270
. Delete the
Move to Contact
action .
4.
Select the
obj_ramp
Collision
event. Highlight the
Move to Contact
action and
Paste
the
Execute Script
action in its place. Edit the
Execute Script
action and change
Argument0
to
270
. Delete the
Move to Contact
action.
5.
Reopen
obj_zool_land
and select the
End Step
event.
6.
Highlight the
Move to Contact
action (some way down) and
Paste
the
Execute Script
action in its place. Edit the
Execute Script
action and change
Argument0
to
270
and
Argument2
to
obj_platform
. Delete the
Move to Contact
action.
7.
Select the
obj_ramp
Collision
event. Highlight the
Move to Contact
action and
Paste
the
Execute Script
action in its place. Edit the
Execute Script
action and change
Argument0
to
270
. Delete the
Move to Contact
action .
8.
Select the
obj_solid
Collision
event
.
Highlight the
Move to Contact
action and
Paste
the
Execute Script
action in its place. No need to edit the
Execute Script
action this
time. Delete the
Move to Contact
action afterward.
9.
Reopen
obj_zool_ice
and select the
End Step
event.
10.
Highlight the
Move to Contact
action and
Paste
the
Execute Script
action in its place.
Edit the
Execute Script
action and change
Argument0
to
270
and
Argument2
to
obj_slope
. Delete the
Move to Contact
action afterward.
11.
Select the
obj_slope
Collision
event. Highlight the
Move to Contact
action and
Paste
the
Execute Script
action in its place. Edit the
Execute Script
action and change
Argument0
to
270
. Delete the
Move to Contact
action .
12.
Select the
obj_solid
Collision
event. Highlight the
Move to Contact
action and
Paste
the
Execute Script
action in its place. No need to edit the
Execute Script
action this
time. Delete the
Move to Contact
action afterward.
13.
Reopen
obj_zool_wall
and select the
obj_solid
Collision
event.
14.
Highlight the
Move to Contact
action and
Paste
the
Execute Script
action in its place.
No need to edit the
Execute Script
action this time. Delete the
Move to Contact
action.
Note that all the
Collision
events should use
obj_solid
for
Argument2
. This is because Zool
may collide with more than one type of object in a single step (at the join between a ramp and a
platform, for example). In this situation, both collision events would be called, and either could
produce incorrect results if they didn't take into account all solid objects when moving to contact
position. Now give your game a thorough retest to make sure that nothing has been broken by
this switch over. If you have any problems, then revert to the file
zool8.gmk
in the
Chapter05/Games
directory on the CD.
Health Hazards
There can't be many ninjas that regularly go up against licorice-based opponents, but that's
exactly what Zool will do in our Sweet World. Spikes, Jellies, Beasties, and Bees are just some of
the hazards Zool will have to overcome if he's to make it to the minty freshness of the exit. In this
section, we'll take these hazards in turn and make them get in Zool's way.
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