Game Development Reference
In-Depth Information
Within zoolgml.gmk
1.
Now open up the other
Draw
event of
obj_zool
and take a look at the alternative code:
1:
{
2:
if( hurt == true )
3:
if( global.step_count mod 6 == 0 )
4:
exit;
5:
6:
if( facing == FACE_RIGHT )
7:
{
8:
switch( state )
9:
{
10:
case ZSTATE_STAND: sprite_index = spr_zool_stand_right; break;
11:
case ZSTATE_WALK: sprite_index = spr_zool_walk_right; break;
12:
case ZSTATE_JUMP: sprite_index = spr_zool_jump_right; break;
13:
case ZSTATE_FALL: sprite_index = spr_zool_fall_right; break;
14:
case ZSTATE_CLIMB: sprite_index = spr_zool_climb_right; break;
15:
case ZSTATE_CLING: sprite_index = spr_zool_climb_right; break;
16:
case ZSTATE_SLIP: sprite_index = spr_zool_slip_right; break;
17:
case ZSTATE_SKID: sprite_index = spr_zool_skid_right; break;
18:
case ZSTATE_KICK: sprite_index = spr_zool_kick_right; break;
19:
case ZSTATE_SPIN: sprite_index = spr_zool_spin_right; break;
20:
case ZSTATE_DEAD: sprite_index = spr_zool_die_right; break;
21:
}
22:
}
23:
24:
if( facing == FACE_LEFT )
25:
{
26:
switch( state )
27:
{
28:
case ZSTATE_STAND: sprite_index = spr_zool_stand_left; break;
29:
case ZSTATE_WALK: sprite_index = spr_zool_walk_left; break;
30:
case ZSTATE_JUMP: sprite_index = spr_zool_jump_left; break;
31:
case ZSTATE_FALL: sprite_index = spr_zool_fall_left; break;
32:
case ZSTATE_CLIMB: sprite_index = spr_zool_climb_left; break;
33:
case ZSTATE_CLING: sprite_index = spr_zool_climb_left; break;
34:
case ZSTATE_SLIP: sprite_index = spr_zool_slip_left; break;
35:
case ZSTATE_SKID: sprite_index = spr_zool_skid_left; break;
36:
case ZSTATE_KICK: sprite_index = spr_zool_kick_left; break;
37:
case ZSTATE_SPIN: sprite_index = spr_zool_spin_left; break;
38:
case ZSTATE_DEAD: sprite_index = spr_zool_die_left; break;
39:
}
40:
}
41:
42:
draw_sprite( sprite_index, image_index, x, y );
43:
}
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