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Merge pull request #38 from squidistaken/more-more-rooms
rm_puzzle02 Completed!
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,30 @@ | ||
/// @description Unlocking doors | ||
|
||
// Checking to see if either player is colliding with the door | ||
if (place_meeting(x-obj_plr2.horizontalSpeed,y,obj_plr2)) || (place_meeting(x-obj_plr1.horizontalSpeed,y,obj_plr1)) | ||
{ | ||
// Checking to see if someone is carrying something | ||
if (obj_plr1.itemCarrying != noone) | ||
{ | ||
// Checking for item type, if we want we can do a switch-case loop, but it's not needed for one key/door system | ||
if obj_plr1.itemCarrying.itemType == "key" | ||
{ | ||
// There is a quirk that has doors require to reach a switch count, to solve this we can just make x = x pretty much. | ||
global.switchCount = obj_switch.switchesNeeded; | ||
instance_deactivate_object(obj_plr1.itemCarrying); | ||
// Make sure the player isn't carrying something... | ||
scr_dropItem(obj_plr1); | ||
audio_play_sound(sfx_switch_on,10000,0); | ||
} | ||
} | ||
if (obj_plr2.itemCarrying != noone) | ||
{ | ||
if obj_plr2.itemCarrying.itemType == "key" | ||
{ | ||
global.switchCount = obj_switch.switchesNeeded; | ||
instance_deactivate_object(obj_plr2.itemCarrying); | ||
scr_dropItem(obj_plr2); | ||
audio_play_sound(sfx_switch_on,10000,0); | ||
} | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1 +1,2 @@ | ||
verticalSpeed = 0; | ||
grv = 0.5; |
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