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oPlayer

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Feb 25th, 2018
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  1. ///////////////Create:
  2.  
  3. moveSpeed = 4;
  4.  
  5. hsp = 0;
  6. vsp = 0;
  7. dir = 0;
  8. boost = 0;
  9.  
  10. ///////////////Step:
  11.  
  12. /// @description
  13. #region Input
  14. var hor, ver, A, B;
  15. hor = global.controls[pID, cr.hor];
  16. ver = global.controls[pID, cr.ver];
  17. A = global.controls[pID, cr.Apressed];
  18. B = global.controls[pID, cr.Bpressed];
  19. #endregion
  20.  
  21. #region Movement
  22. hsp = lerp(hsp, hor*moveSpeed, 0.1);
  23. vsp = lerp(vsp, ver*moveSpeed, 0.1);
  24.  
  25. x = round(x + hsp + lengthdir_x(boost, dir));
  26. y = round(y + vsp + lengthdir_y(boost, dir));
  27.  
  28. //Movement direction
  29. if (abs(hsp)||abs(vsp)) dir = point_direction(0, 0, hsp, vsp);
  30.  
  31. //Shoot
  32. if (A){
  33.     var bullet = instance_create_depth(x, y, 0, oBullet);
  34.     bullet.speed = 10;
  35.     bullet.direction = dir;
  36. }
  37.  
  38. //Boost
  39. if (B){
  40.     boost = 8;
  41. }
  42.  
  43. //Reduce boost
  44. boost = lerp(boost, 0, 0.1);
  45. #endregion
  46.  
  47. #region Sprites
  48. sprite_index = oMain.sprite[pID];
  49. #endregion
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