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GameMaker

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May 8th, 2019
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  1. //step
  2.   keyAttack = keyboard_check(ord("Z"));
  3.  
  4. if (keyAttack) state = PLAYERSTATE.ATTACK_SLASH
  5.  
  6. switch (state)
  7. {    
  8.     case PLAYERSTATE.FREE: PlayerState_Free(); break;
  9.     case PLAYERSTATE.ATTACK_SLASH: PlayerState_Attack(); break;
  10.     case PLAYERSTATE.ATTACK_DOUBLE: PlayerState_Combo(); break;    
  11. }
  12.  
  13. //create
  14. var move = key_right - key_left;
  15.  
  16. hsp = move * walkspd;
  17.  
  18. vsp = vsp + grv;
  19.  
  20.  
  21. if (sprite_index != sPlayerAttack)
  22. {
  23.     sprite_index = sPlayerAttack
  24.     image_index = 0;
  25.     ds_list_clear(hitByAttack);    
  26. }
  27.  
  28. mask_index = sPlayerAttackHB
  29. var hitByAttackNow = ds_list_create();    
  30. var hits = instance_place_list(x,y,object6,hitByAttackNow,false);
  31.  
  32. if    (hits > 0)    
  33. {        
  34.     for (var i = 0; i < hits; i++)
  35.     {    
  36.         var hitID = hitByAttackNow[| i]; ds_list_find_value(hitByAttackNow,i);
  37.         if (ds_list_find_index(hitByAttack,hitID) == -1)
  38.         {
  39.             ds_list_add(hitByAttack,hitID)
  40.             with (hitID)
  41.             {
  42.                 instance_deactivate_object(object6);
  43.             }    
  44.         }
  45.     }
  46. }
  47. ds_list_destroy(hitByAttackNow);    
  48. mask_index = sPlayer;
  49.  
  50. if (animation_end())
  51. {
  52.     sprite_index = sPlayer
  53.     state = PLAYERSTATE.FREE;
  54. }
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