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Jun 8th, 2019
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  1. ///@descriptions Cursor ON
  2. //cursor_sprite = cr_none;
  3. moveSpeed = 4;
  4. hsp = 0;
  5. vsp = 0;
  6. grav = 0.3;
  7. double_jump = 1;
  8. globalvar GameSpeed;
  9. globalvar GameSpeedHard;
  10. globalvar death_indicator;
  11. globalvar gun_shake;
  12. gun_shake = 0;
  13. death_indicator = 0;
  14. GameSpeed = 1;
  15. GameSpeedHard = 1;
  16. score = 0;
  17. if (background_number = 0)
  18. {
  19. sprite_index = s_player1;
  20. }
  21.     else
  22.     if (background_number = 1)
  23.     {
  24.     sprite_index = s_player;
  25.     }
  26. else
  27. sprite_index = s_player3;
  28.  
  29.  
  30.  
  31. keyRight = keyboard_check(ord("D")) ;
  32. keyLeft = keyboard_check(ord("A")) ;
  33. keyDown = keyboard_check(ord("S"));
  34. keyJump = keyboard_check_pressed(vk_space);
  35. GameSpeedHard = GameSpeedHard + (0.0005*GameSpeed); //0.0005
  36. if (alarm[0] <= 0)
  37. {
  38.     score += 1*GameSpeed;
  39.     alarm[0] = 5;
  40. }
  41. image_speed = 1 * GameSpeed;
  42.  
  43. var move = keyRight - keyLeft;
  44.  
  45. hsp = move * (moveSpeed * GameSpeed);
  46.  
  47. vsp = (vsp + grav)*GameSpeed;
  48.  
  49. #region столкновение
  50. /*if (place_meeting(x,y + 1,o_platform)) && (keyJump)
  51.     {
  52.     vsp = -7;
  53.     }
  54.  
  55. if (place_meeting(x + hsp - 2, y , o_platform))
  56. {
  57.     double_jump = 1;
  58.     while(!place_meeting(x + sign(hsp), y, o_platform))
  59.     {
  60.         x += sign(hsp);
  61.     }
  62.  hsp = 0;
  63. }
  64.  
  65. x = x + hsp;
  66.  
  67. if (place_meeting(x , y + vsp , o_platform))
  68. {
  69.     while(!place_meeting(x, y + sign(vsp), o_platform))
  70.     {
  71.         y += sign(vsp);
  72.     }
  73.  vsp = 0;
  74.  }
  75.  y= y + vsp - 0.1 ; */
  76. #endregion
  77.  
  78. if (place_meeting(x,y + 1, o_platform)) && (keyJump)
  79.     {
  80.     vsp = -7;
  81.     double_jump = 1;
  82.     }
  83. if (!keyDown)
  84. {
  85. if (place_meeting(x , y + vsp , o_platform)) && vsp >= 0
  86. {
  87.     if place_meeting(x , y + vsp + 5,o_platform) && vsp >= 0
  88.     {
  89.     y = y - 4;
  90.     }
  91.     while(!place_meeting(x, y + sign(vsp), o_platform))
  92.     {
  93.         y += sign(vsp);
  94.     }
  95.  vsp = 0;
  96.  double_jump = 1;
  97.  }
  98. }
  99.  if (!place_meeting(x , y + 1 ,o_platform)) && (keyJump) && (double_jump = 1)
  100.     {
  101.     vsp = -7;
  102.     double_jump = 0;
  103.     }
  104.    
  105. x = x + hsp;
  106. y = y + vsp;
  107.  
  108. if x < 20
  109. {
  110. x = 20;
  111. }
  112. if x > 1004
  113. {
  114. x = 1004;
  115. }
  116.  
  117. if y < 0
  118. {
  119. y = 0;
  120. vsp = 0;
  121. }
  122.  
  123. // animation
  124. if (!place_meeting(x,y + 1,o_platform))
  125. {
  126.     gun_shake = 0;
  127.     if (background_number = 0)
  128.     {
  129.     sprite_index = s_player_jump1;
  130.     }
  131.     else
  132.     if background_number = 1
  133.     {
  134.     sprite_index = s_player_jump;
  135.     }
  136.     else
  137.     {
  138.         sprite_index = s_player_jump3
  139.     }
  140. }
  141. else
  142. {
  143. gun_shake = 1;
  144. if (background_number = 0)
  145. {
  146. sprite_index = s_player1;
  147. }
  148.     else
  149.     if background_number = 1
  150.     {
  151.     sprite_index = s_player;
  152.     }
  153. else
  154. sprite_index = s_player3;
  155. }
  156.  
  157.  
  158.  
  159.  
  160. if (death_indicator) && (higscore < score)
  161. {
  162.     higscore = score ;
  163.     ini_open("Highscore.ini");
  164.     ini_write_real("Highscore", "score", higscore );
  165.     ini_close();
  166. }
  167. if death_indicator
  168. {
  169.     instance_create_depth(x,y,-1,o_player_dead);
  170.     instance_create_depth(x + 7,y + 3,1,o_weapon_death);
  171.     instance_destroy();
  172. }
  173.  
  174.  
  175. draw_self();
  176. draw_text_color(60,20,score,c_red,c_red,c_red,c_red,1);
  177. draw_text_color(10,20,"score",c_red,c_red,c_red,c_red,1);
  178.  
  179.  
  180. instance_activate_layer(gameoverid);
  181. layer_background_visible(pause_id , true);
  182. instance_deactivate_layer(GUI_id);
  183. death_indicator = 1;
  184. if (death_indicator) && (higscore < score)
  185. {
  186.     higscore = score ;
  187.     ini_open("Highscore.ini");
  188.     ini_write_real("Highscore", "score", higscore );
  189.     ini_close();
  190. }
  191. instance_create_depth(x,y,-1,o_player_dead);
  192. instance_create_depth(x + 7,y + 3,-1,o_weapon_death);
  193. instance_destroy();
  194. instance_destroy(other);
  195.  
  196.  
  197. instance_activate_layer(gameoverid);
  198. layer_background_visible(pause_id , true);
  199. instance_deactivate_layer(GUI_id);
  200. death_indicator = 1;
  201. if (death_indicator) && (higscore < score)
  202. {
  203.     higscore = score ;
  204.     ini_open("Highscore.ini");
  205.     ini_write_real("Highscore", "score", higscore );
  206.     ini_close();
  207. }
  208. instance_create_depth(x,y,-1,o_player_dead);
  209. instance_create_depth(x + 7,y + 3,-1,o_weapon_death);
  210. instance_destroy();
  211. instance_destroy(other);
  212.  
  213.  
  214. instance_activate_layer(gameoverid);
  215. layer_background_visible(pause_id , true);
  216. instance_deactivate_layer(GUI_id);
  217. death_indicator = 1;
  218. if (death_indicator) && (higscore < score)
  219. {
  220.     higscore = score ;
  221.     ini_open("Highscore.ini");
  222.     ini_write_real("Highscore", "score", higscore );
  223.     ini_close();
  224. }
  225. instance_create_depth(x,y,-1,o_player_dead);
  226. instance_create_depth(x + 7,y + 3,-1,o_weapon_death);
  227. instance_destroy();
  228. instance_destroy(other);
  229.  
  230.  
  231. instance_activate_layer(gameoverid);
  232. layer_background_visible(pause_id , true);
  233. instance_deactivate_layer(GUI_id);
  234. death_indicator = 1;
  235. instance_destroy();
  236. if (death_indicator) && (higscore < score)
  237. {
  238.     higscore = score ;
  239.     ini_open("Highscore.ini");
  240.     ini_write_real("Highscore", "score", higscore );
  241.     ini_close();
  242. }
  243. instance_create_depth(x,y,-1,o_player_dead);
  244. instance_create_depth(x + 7,y + 3,-1,o_weapon_death);
  245. instance_destroy();
  246. instance_destroy(other);
  247.  
  248.  
  249. instance_activate_layer(gameoverid);
  250. layer_background_visible(pause_id , true);
  251. instance_deactivate_layer(GUI_id);
  252. death_indicator = 1;
  253. instance_create_depth(x,y,-1,o_player_dead);
  254. instance_create_depth(x + 7,y + 3,-1,o_weapon_death);
  255. instance_destroy();
  256.  
  257.  
  258. instance_activate_layer(gameoverid);
  259. layer_background_visible(pause_id , true);
  260. instance_deactivate_layer(GUI_id);
  261. death_indicator = 1;
  262. instance_create_depth(x,y,-1,o_player_dead);
  263. instance_create_depth(x + 7,y + 3,-1,o_weapon_death);
  264. instance_destroy();
  265.  
  266.  
  267. //layer_set_visible(gameoverid , true);
  268. instance_activate_layer(gameoverid);
  269. layer_background_visible(pause_id , true);
  270. instance_deactivate_layer(GUI_id);
  271. death_indicator = 1;
  272. instance_create_depth(x,y,-1,o_player_dead);
  273. instance_create_depth(x + 7,y + 3,-1,o_weapon_death);
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