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227 lines (222 loc) · 7.21 KB
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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_viewblock</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>1</depth>
<persistent>0</persistent>
<parentName>obj_blockparent</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>///What item will Mario get?
//Animate
image_speed = 0.0625
//Whether this block can be hit
ready = 0
//Create a solid
mysolid = instance_create(x,y,obj_solid)
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="1">
<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>///Finish block bump
vspeed = 0
y = ystart
//Make the item displayed by the block
switch floor(image_index)
{
case 0:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_mushroom
break
case 1:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_fireflower
break
case 2:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_hammersuit
break
case 3:
instance_create(x,y,obj_leaf)
break
case 4:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_tanookisuit
break
case 5:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_frogsuit
break
case 6:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_bombshroom
break
case 7:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_iceflower
break
case 8:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_superflower
break
case 9:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_carrot
break
case 10:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_ninjasuit
break
case 11:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_beeshroom
break
case 12:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_blueshell
break
case 13:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_penguinsuit
break
case 14:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_propellershroom
break
case 15:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_boomerangflower
break
case 16:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_walljumpshroom
break
case 17:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_acorn
break
case 18:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_cloudflower
break
case 19:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_rockshroom
break
case 20:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_pyreflower
break
case 21:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_swoopersuit
break
case 22:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_karatesuit
break
case 23:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_supercrown
break
case 24:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_goldflower
break
case 25:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_hatch
break
case 26:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_hatch_r
break
case 27:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_hatch_y
break
case 28:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_hatch_b
break
case 29:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_kuriboshoe
break
case 30:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_baburushoe
break
case 31:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_dossunshoe
break
case 32:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_jugemushoe
break
case 33:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_1up
break
case 34:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_star
break
case 35:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_poison
break
case 36:
with instance_create(x,y,obj_powerupsprout) sprite_index = spr_3upmoon
break
}
//Use the empty view block sprite
sprite_index = spr_viewblock_em
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="10">
<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>///Stop animating
image_speed = 0
</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>
<point>0,0</point>
<point>8,8</point>
</PhysicsShapePoints>
</object>