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obj_hotland_bottomedge.object.gmx
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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_hotland_leftedge</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>700000</depth>
<persistent>0</persistent>
<parentName><undefined></parentName>
<maskName><undefined></maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>siner= 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="8" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>siner++;
if(image_xscale >= 0) {
i= 0;
while(i < image_xscale) {
if(i == 0) draw_sprite(908/* spr_hotland_leftedge */, siner / 2, x, y);
else {
if(i == image_xscale - 1)
draw_sprite(911/* spr_hotland_rightedge */, siner / 2, x + i * 20, y);
else draw_sprite(907/* spr_hotland_bottomedge */, siner / 2, x + i * 20, y);
}
i++;
}
draw_set_color(0);
if(room == 171)
draw_sprite_ext(906/* spr_singleblackpixel */, 0, x, y + 19, 20 * image_xscale, 1, 0, 16777215, 1);
} else {
draw_sprite(911/* spr_hotland_rightedge */, siner / 2, x - 20, y);
i= 1;
while(i < -image_xscale) {
draw_sprite(907/* spr_hotland_bottomedge */, siner / 2, x - i * 20 - 20, y);
i++;
}
}
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>