Game Development Reference
In-Depth Information
Adding the Create Event for the Walking State Object
1.
Reopen the Object Properties for
obj_pod_walking
.
2.
Click on the
Add Event
button and select the
Create
event.
3.
Include a
Test Variable
action (
control
tab). Type
facing
into
Variable
,
FACE_LEFT
into
Value
,
and leave
Operation
set to
equal to
. This checks to see whether the character is
facing left and only performs the next actions if this is true.
4.
Include a
Start Block
action (
control
tab). This indicates the start of a block of actions
grouped together so that all of them (not just the first) depend on the result of the
previous test.
5.
Include a
Change Sprite
action (
main1
tab) and choose the
spr_pod_walk_left
sprite.
Leave the other settings as they are.
6.
Include a
Speed Horizontal
action (
move
tab) and set the
Hor. Speed
to
-2
.
7.
Include an
End Block
action (
control
tab). This indicates the end of a block of actions
that are grouped together.
8.
Repeat steps 3-7 testing for
FACE_RIGHT
, changing the
Sprite
to
spr_pod_walk_right
,
and setting the
Hor. Speed
to
2
.
You should now have a set of ten actions for the
Create
event that looks like the one shown in
Figure 2-13. The next step is to handle the transition from the walking state back to the standing
state (refer back to Figure 2-9). The animations for Fishpod have been designed to depict a single
hop, which would look odd if it was interrupted mid-flight, so there are going to be no
Keyboard
events for the walking state. Instead, Fishpod will return back to the standing state at the end of
each walking animation loop, so that the player can control him again between hops. The
Animation End
event is triggered when the current sprite animation reaches its final frame, so
this is the event we will use for the state transition.
Figure 2-13.
The Create event actions for the walking state object
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