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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