{ currentAttack = attacks.left; hitLanded = false; hitbox = -1; frame = 0; } break; case attacks.left: //create hitbox on the right frame if(floor(frame) == 1 && hitbox == -1){ hitbox = hitbox_create(20 * facing,12,-3 * facing,-16,8,1 * facing,0,45); //also move ...
ScriptChromaGetCurrentFrameName The helper script gets the current frame of an animation. ScriptChromaSetCurrentFrameName The helper script sets the current frame of an animation. ScriptChromaGetDeviceName The helper script returns a number from the EChromaSDKDevice1DEnum or EChromaSDKDevice2DEnum of...
打开我们创建的最后一个状态脚本,attack_state,并添加以下代码: xSpeed=0;if(frame>sprite_get_number(sprite)-1){currentState=states.normal;} 我们再次将水平速度归零,并且当动画结束时我们将玩家状态设置回正常。 但是...我们还没有设置我们的动画,是吗? 动画控制是状态机和switch的另一个重要用途! 创建一个...
switch(currentAttack){caseattacks.right://create hitbox on the right frameif(floor(frame)==1&&hitbox==-1){hitbox=hitbox_create(20*facing,12,-3*facing,-16,8,1*facing,0,60);}//cancel into next attackif(attack&&hitLanded){currentAttack=attacks.left;hitLanded=false;hitbox=-1;frame=0;}br...
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xSpeed=0;if(frame>sprite_get_number(sprite)-1){currentState=states.normal;} 我们再次将水平速度归零,并且当动画结束时我们将玩家状态设置回正常。 但是...我们还没有设置我们的动画,是吗? 动画控制是状态机和switch的另一个重要用途! 创建一个新脚本并将其命名为 animation_control。 添加以下代码: xScale...
While the game is paused, you can inspect the values of variables in a few different ways. The easiest one is to hover over the variable name in code. Know that the values of variables above the current line have already been updated for this frame while the ones below haven't. This ...
if(frame > sprite_get_number(sprite) - 1) { currentState = states.normal; } 复制代码 我们再次将水平速度归零,并且当动画结束时我们将玩家状态设置回正常。 但是...我们还没有设置我们的动画,是吗? 动画控制是状态机和 switch的另一个重要用途! 创建一个新脚本并将其命名为animation_control。 添加以下...
_fileName = "Recording_" + string(room_get_name(room)) + ".txt"; // Check if currently recording or playing _isRecording = false; _isPlaying = false; // Variables to keep track of the frames _frame = 0; _index = 0; // Arrays to store the keys to record, and the recorded va...
That creates the fire instance, but we also need to open the window and assign the correct frame. The window sprite has three frames (0, 1 and 2) where 0 is closed, 1 is open for a civilian, and 2 is open for a fire. Let’s add another action to this case. In the Toolbox...