CommitLog |

This commit is contained in:
SilicaAndPina 2020-07-24 20:17:51 +12:00
parent 616cdab1b6
commit d89ee661bb
38 changed files with 208 additions and 42 deletions

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@ -7,6 +7,7 @@
<sounds name="sound">
<sound>sound\snd_engine</sound>
<sound>sound\snd_shoot</sound>
<sound>sound\snd_boom</sound>
</sounds>
<sprites name="sprites">
<sprite>sprites\spr_player</sprite>
@ -29,6 +30,8 @@
<object>objects\obj_bullet</object>
<object>objects\obj_asteriod</object>
<object>objects\obj_chunk</object>
<object>objects\obj_boom_fx</object>
<object>objects\obj_chunk_item</object>
</objects>
<rooms name="rooms">
<room>rooms\rm_game</room>

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help.rtf

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@ -5,7 +5,7 @@
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<parentName>obj_chunk_item</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">

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@ -0,0 +1,63 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_boom</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-60</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</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>audio_play_sound(snd_boom,3,false);
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="7">
<action>
<libid>1</libid>
<id>203</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_kill_object</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
</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>

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@ -63,31 +63,26 @@ if(step_counter == 60*room_speed)
<event eventtype="4" ename="obj_asteriod">
<action>
<libid>1</libid>
<id>203</id>
<kind>0</kind>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_kill_object</functionname>
<codestring></codestring>
<whoName>other</whoName>
<relative>0</relative>
<isnot>0</isnot>
</action>
<action>
<libid>1</libid>
<id>203</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_kill_object</functionname>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>instance_destroy(other);
instance_create(other.x,other.y,obj_boom_fx)
instance_destroy(id);
</string>
</argument>
</arguments>
</action>
</event>
</events>

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@ -26,10 +26,7 @@
<argument>
<kind>1</kind>
<string>/// GENERATE CHUNK
var total_size = CHUNK_SIZE*TILE_SIZE;
instance_list = array_create(total_size);
cur_inst = 0;
instance_list = ds_list_create();
loaded = true;
// GENERATION
@ -37,10 +34,12 @@ for(var xx = 0; xx &lt; CHUNK_SIZE*TILE_SIZE; xx+= TILE_SIZE)
{
for(var yy = 0; yy &lt; CHUNK_SIZE*TILE_SIZE; yy+= TILE_SIZE)
{
if(random_range(0,100) &gt; 50)
if(random_range(0,100) &lt; 5)
{
instance_list[cur_inst] = instance_create(x+xx,y+yy, obj_asteriod);
cur_inst ++;
var inst = instance_create(x+xx,y+yy, obj_asteriod);
inst.CHUNK_CONTAINED = id;
ds_list_add(instance_list, inst);
}
}
}
@ -98,9 +97,9 @@ if(distance_to_object(obj_player) &gt; chunk_total_size*3)
<kind>1</kind>
<string>/// load
for(var i = 0; i &lt; cur_inst; i++)
for(var i = 0; i &lt; ds_list_size(instance_list); i++)
{
instance_activate_object(instance_list[i]);
instance_activate_object(instance_list[| i]);
}
loaded = true;
</string>
@ -126,12 +125,11 @@ loaded = true;
<argument>
<kind>1</kind>
<string>/// unload
for(var i = 0; i &lt; cur_inst; i++)
for(var i = 0; i &lt; ds_list_size(instance_list); i++)
{
instance_deactivate_object(instance_list[i]);
instance_deactivate_object(instance_list[| i]);
}
loaded = false;
show_debug_message("Unloading chunk: "+string(x)+","+string(y));
instance_deactivate_object(id);
</string>
</argument>

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@ -0,0 +1,48 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>&lt;undefined&gt;</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="1" 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>var indx = ds_list_find_index(CHUNK_CONTAINED.instance_list,id);
ds_list_delete(CHUNK_CONTAINED.instance_list,indx);
</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>

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@ -32,14 +32,12 @@ for(var i = 0; i &lt; 16; i ++)
var chunkat = instance_position(cX[i], cY[i],obj_chunk);
if(chunkat == noone) // create
{
show_debug_message("Generating chunk: "+string(cX[i])+","+string(cY[i]));
instance_create(cX[i],cY[i],obj_chunk);
}
else // load
{
if(chunkat.loaded = false)
{
show_debug_message("Loading chunk: #"+string(chunkat)+" "+string(cX[i])+","+string(cY[i]));
with(chunkat){
event_user(1);
}

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@ -3,7 +3,7 @@
<spriteName>spr_player</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<depth>-100</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>

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sound/audio/snd_boom.wav Normal file

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sound/snd_boom.sound.gmx Normal file
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@ -0,0 +1,29 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<sound>
<kind>0</kind>
<extension>.wav</extension>
<origname>sound\audio\snd_boom.wav</origname>
<effects>0</effects>
<volume>
<volume>1</volume>
</volume>
<pan>0</pan>
<bitRates>
<bitRate>192</bitRate>
</bitRates>
<sampleRates>
<sampleRate>44100</sampleRate>
</sampleRates>
<types>
<type>1</type>
</types>
<bitDepths>
<bitDepth>16</bitDepth>
</bitDepths>
<preload>-1</preload>
<data>snd_boom.wav</data>
<compressed>1</compressed>
<streamed>1</streamed>
<uncompressOnLoad>0</uncompressOnLoad>
<audioGroup>0</audioGroup>
</sound>

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@ -0,0 +1,29 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<sound>
<kind>0</kind>
<extension>.wav</extension>
<origname>sound\audio\sound2_435415__v-ktor__explosion10.wav</origname>
<effects>0</effects>
<volume>
<volume>1</volume>
</volume>
<pan>0</pan>
<bitRates>
<bitRate>192</bitRate>
</bitRates>
<sampleRates>
<sampleRate>44100</sampleRate>
</sampleRates>
<types>
<type>0</type>
</types>
<bitDepths>
<bitDepth>16</bitDepth>
</bitDepths>
<preload>-1</preload>
<data>sound2_435415__v-ktor__explosion10.wav</data>
<compressed>0</compressed>
<streamed>0</streamed>
<uncompressOnLoad>0</uncompressOnLoad>
<audioGroup>0</audioGroup>
</sound>

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@ -1,8 +1,8 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<sprite>
<type>0</type>
<xorig>0</xorig>
<yorigin>0</yorigin>
<xorig>16</xorig>
<yorigin>16</yorigin>
<colkind>1</colkind>
<coltolerance>0</coltolerance>
<sepmasks>0</sepmasks>

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@ -1,24 +1,24 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<sprite>
<type>0</type>
<xorig>0</xorig>
<yorigin>0</yorigin>
<xorig>16</xorig>
<yorigin>16</yorigin>
<colkind>1</colkind>
<coltolerance>0</coltolerance>
<sepmasks>0</sepmasks>
<bboxmode>0</bboxmode>
<bbox_left>0</bbox_left>
<bbox_right>511</bbox_right>
<bbox_right>31</bbox_right>
<bbox_top>0</bbox_top>
<bbox_bottom>183</bbox_bottom>
<bbox_bottom>31</bbox_bottom>
<HTile>0</HTile>
<VTile>0</VTile>
<TextureGroups>
<TextureGroup0>0</TextureGroup0>
</TextureGroups>
<For3D>0</For3D>
<width>512</width>
<height>256</height>
<width>32</width>
<height>32</height>
<frames>
<frame index="0">images\spr_boom_0.png</frame>
<frame index="1">images\spr_boom_1.png</frame>
@ -40,5 +40,8 @@
<frame index="17">images\spr_boom_17.png</frame>
<frame index="18">images\spr_boom_18.png</frame>
<frame index="19">images\spr_boom_19.png</frame>
<frame index="20">images\spr_boom_20.png</frame>
<frame index="21">images\spr_boom_21.png</frame>
<frame index="22">images\spr_boom_22.png</frame>
</frames>
</sprite>