You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
208 lines
6.2 KiB
208 lines
6.2 KiB
Load PlayerIdle(PlayerGravityDir) into the picture of frmGravity.imgPlayer
|
|
|
|
If PlayerFallSpeed is equal to 0 then
|
|
If PlayerGravityDir is equal to 0 or 2 then
|
|
If KeyIsDown(vbKeyD) is equal to True then
|
|
Set FutureRegion(0) to the integer result of (PlayerPos(0) + 5 + 8) / 32)
|
|
Set FutureRegion(1) to the integer result of PlayerPos(1) / 32
|
|
|
|
If Map(FutureRegion(0), FutureRegion(1)) is greater than or equal to 1 then
|
|
Set PlayerPos(0) to the result of FutureRegion(0) * 32 - 8
|
|
|
|
If Map(FutureRegion(0), FutureRegion(1)) is equal to 2 then
|
|
Call the procedure PlayerStates.ShockPlayer
|
|
End If
|
|
|
|
If Map(FutureRegion(0), FutureRegion(1)) is equal to 4 then
|
|
Call the procedure PlayerStates.WinLevel
|
|
End If
|
|
|
|
Else
|
|
Increase PlayerPos(0) by 5
|
|
End If
|
|
|
|
If PlayerAnim is less than 3 then
|
|
Set PlayerAnim to 3
|
|
Set PlayerAnimSequence to 1
|
|
Set PlayerAnimLoaded to False
|
|
End If
|
|
|
|
If PlayerAnimSequence is equal to 0 then
|
|
Decrease PlayerAnim by 1
|
|
If PlayerAnim is equal to 3 then
|
|
Set PlayerAnimSequence to 0
|
|
End If
|
|
Set PlayerAnimLoaded to False
|
|
End If
|
|
|
|
If PlayerAnimSequence is equal to 1 then
|
|
Increase PlayerAnim by 1
|
|
If PlayerAnim is equal to 5 then
|
|
Set PlayerAnimSequence to 0
|
|
End If
|
|
Set PlayerAnimLoaded to False
|
|
End If
|
|
End If
|
|
|
|
If KeyIsDown(vbKeyA) is equal to True then
|
|
Set FutureRegion(0) to the integer result of (PlayerPos(0) - 5 - 8) / 32)
|
|
Set FutureRegion(1) to the integer result of PlayerPos(1) / 32
|
|
|
|
If Map(FutureRegion(0), FutureRegion(1)) is greater than or equal to 1 then
|
|
Set PlayerPos(0) to the result of FutureRegion(0) * 32 + 8
|
|
|
|
If Map(FutureRegion(0), FutureRegion(1)) is equal to 2 then
|
|
Call the procedure PlayerStates.ShockPlayer
|
|
End If
|
|
|
|
If Map(FutureRegion(0), FutureRegion(1)) is equal to 4 then
|
|
Call the procedure PlayerStates.WinLevel
|
|
End If
|
|
|
|
Else
|
|
Decrease PlayerPos(0) by 5
|
|
End If
|
|
|
|
If PlayerAnim is greater than 2 then
|
|
Set PlayerAnim to 2
|
|
Set PlayerAnimSequence to 1
|
|
Set PlayerAnimLoaded to False
|
|
End If
|
|
|
|
If PlayerAnimSequence is equal to 0 then
|
|
Increase PlayerAnim by 1
|
|
If PlayerAnim is equal to 2 then
|
|
Set PlayerAnimSequence to 0
|
|
End If
|
|
Set PlayerAnimLoaded to False
|
|
End If
|
|
|
|
If PlayerAnimSequence is equal to 1 then
|
|
Decrease PlayerAnim by 1
|
|
If PlayerAnim is equal to 0 then
|
|
Set PlayerAnimSequence to 0
|
|
End If
|
|
Set PlayerAnimLoaded to False
|
|
End If
|
|
End If
|
|
End If
|
|
|
|
If PlayerGravityDir is equal to 1 or 3 then
|
|
If KeyIsDown(vbKeyS) is equal to True then
|
|
Set FutureRegion(0) to the integer result of PlayerPos(0) / 32
|
|
Set FutureRegion(1) to the integer result of (PlayerPos(1) + 5 + 8) / 32)
|
|
|
|
If Map(FutureRegion(0), FutureRegion(1)) is greater than or equal to 1 then
|
|
Set PlayerPos(1) to the result of FutureRegion(1) * 32 - 8
|
|
|
|
If Map(FutureRegion(0), FutureRegion(1)) is equal to 2 then
|
|
Call the procedure PlayerStates.ShockPlayer
|
|
End If
|
|
|
|
If Map(FutureRegion(0), FutureRegion(1)) is equal to 4 then
|
|
Call the procedure PlayerStates.WinLevel
|
|
End If
|
|
|
|
Else
|
|
Increase PlayerPos(1) by 5
|
|
End If
|
|
|
|
If PlayerAnim is less than 3 then
|
|
Set PlayerAnim to 3
|
|
Set PlayerAnimSequence to 1
|
|
Set PlayerAnimLoaded to False
|
|
End If
|
|
|
|
If PlayerAnimSequence is equal to 0 then
|
|
Decrease PlayerAnim by 1
|
|
If PlayerAnim is equal to 3 then
|
|
Set PlayerAnimSequence to 0
|
|
End If
|
|
Set PlayerAnimLoaded to False
|
|
End If
|
|
|
|
If PlayerAnimSequence is equal to 1 then
|
|
Increase PlayerAnim by 1
|
|
If PlayerAnim is equal to 5 then
|
|
Set PlayerAnimSequence to 0
|
|
End If
|
|
Set PlayerAnimLoaded to False
|
|
End If
|
|
End If
|
|
|
|
If KeyIsDown(vbKeyW) is equal to True then
|
|
Set FutureRegion(0) to the integer result of PlayerPos(0) / 32
|
|
Set FutureRegion(1) to the integer result of (PlayerPos(1) - 5 - 8) / 32)
|
|
|
|
If Map(FutureRegion(0), FutureRegion(1)) is greater than or equal to 1 then
|
|
Set PlayerPos(1) to the result of FutureRegion(1) * 32 + 8
|
|
|
|
If Map(FutureRegion(0), FutureRegion(1)) is equal to 2 then
|
|
Call the procedure PlayerStates.ShockPlayer
|
|
End If
|
|
|
|
If Map(FutureRegion(0), FutureRegion(1)) is equal to 4 then
|
|
Call the procedure PlayerStates.WinLevel
|
|
End If
|
|
|
|
Else
|
|
Decrease PlayerPos(1) by 5
|
|
End If
|
|
|
|
If PlayerAnim is greater than 2 then
|
|
Set PlayerAnim to 2
|
|
Set PlayerAnimSequence to 1
|
|
Set PlayerAnimLoaded to False
|
|
End If
|
|
|
|
If PlayerAnimSequence is equal to 0 then
|
|
Increase PlayerAnim by 1
|
|
If PlayerAnim is equal to 2 then
|
|
Set PlayerAnimSequence to 0
|
|
End If
|
|
Set PlayerAnimLoaded to False
|
|
End If
|
|
|
|
If PlayerAnimSequence is equal to 1 then
|
|
Decrease PlayerAnim by 1
|
|
If PlayerAnim is equal to 0 then
|
|
Set PlayerAnimSequence to 0
|
|
End If
|
|
Set PlayerAnimLoaded to False
|
|
End If
|
|
End If
|
|
End If
|
|
|
|
If KeyIsDown(vbKeyUp) is equal to True then
|
|
Set PlayerGravityDir to 0
|
|
Set PlayerFallOrigin(0) to PlayerPos(0)
|
|
Set PlayerFallOrigin(1) to PlayerPos(1)
|
|
Load PlayerIdle(0) into the picture of frmGravity.imgPlayer
|
|
End If
|
|
|
|
If KeyIsDown(vbKeyRight) is equal to True then
|
|
Set PlayerGravityDir to 1
|
|
Set PlayerFallOrigin(0) to PlayerPos(0)
|
|
Set PlayerFallOrigin(1) to PlayerPos(1)
|
|
Load PlayerIdle(1) into the picture of frmGravity.imgPlayer
|
|
End If
|
|
|
|
If KeyIsDown(vbKeyDown) is equal to True then
|
|
Set PlayerGravityDir to 2
|
|
Set PlayerFallOrigin(0) to PlayerPos(0)
|
|
Set PlayerFallOrigin(1) to PlayerPos(1)
|
|
Load PlayerIdle(2) into the picture of frmGravity.imgPlayer
|
|
End If
|
|
|
|
If KeyIsDown(vbKeyLeft) is equal to True then
|
|
Set PlayerGravityDir to 3
|
|
Set PlayerFallOrigin(0) to PlayerPos(0)
|
|
Set PlayerFallOrigin(1) to PlayerPos(1)
|
|
Load PlayerIdle(3) into the picture of frmGravity.imgPlayer
|
|
End If
|
|
End If
|
|
|
|
If PlayerAnimLoaded is equal to False then
|
|
Load PlayerWalk(PlayerGravityDir, PlayerAnim) into the picture of frmGravity.imgPlayer
|
|
Set PlayerAnimLoaded to True
|
|
End If
|