Game Development Reference
In-Depth Information
Figure 5-10. The Step event for obj_bee
26. Add an Alarm, Alarm 0 event and include a Test Variable action that tests if state is
equal to ESTATE_WAIT .
27. Include a Start Block action.
28. Include a Set Variable action ( control tab) that sets state to ESTATE_MOVE .
29. Include a Set Alarm action ( main2 tab) that sets Alarm 0 to 5 steps. This makes sure
that the bee only moves for five steps again (1/6 of a second).
30. Include an End Block action ( control tab).
31. Include an Else action.
32. Include a Start Block action.
33. Include a Set Variable action that sets state to ESTATE_WAIT .
34. Include a Set Alarm action ( main2 tab) that sets Alarm 0 to 30 steps. This makes sure
that the bee waits for one second before moving again.
35. Include an End Block action ( control tab).
Space a few of the Bees around the level and check that they are working correctly. One of the
nice side effects of Game Maker's path finding (around all objects ) is that the Bees also avoid
each other and sometimes end up buzzing round and round each other as they seem to fight to
face off against Zool. Give your game a thorough play test to make sure everything works just as it
should, and if you find any problems, then compare your version to zool11.gmk in the
Chapter05/Games directory on the CD.
 
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