Game Development Reference
In-Depth Information
17.
At the end of the actions list, include a Test Variable action ( control tab) that checks if
the Variable state is equal to ESTATE_ATTACK .
18.
Follow this with a Start Block action.
19.
Include a Speed Horizontal action ( move tab) that sets Hor. Speed to 0 .
Include a Test Variable action ( control tab) with global.step_count mod 4 for Variable ,
equal to for Operation, and 0 for Value . This will now perform the next action every
fourth step as we have done in a similar way before. This makes sure that there will be
gaps in the stream of missiles coming from the Beastie.
20.
21.
Include a Create Moving action ( main1 tab) that creates an instance of
obj_beastie_missile at a Relative position of X = 0 , Y = -12 with a Speed of 6 and a
Direction set to point_direction(0,0,facing,0) . This last part is another function that
provides the angle between two points. By using 0 , 0 and facing , 0 as the two points, we
are simply obtaining an angle for the facing direction (that is, 0 degrees for FACE_RIGHT
and 180 degrees for FACE_LEFT ).
22.
Include an End Block action ( control tab). There should now be 26 actions in the Step
event for obj_beastie , as shown in Figure 5-9.
 
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