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big scream emoji v2

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Dec 12th, 2018
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  1. /// @description shit i sUKCkfsak
  2.  
  3. //keyboard player input
  4. key_left = keyboard_check(vk_left) || keyboard_check(ord("A"));
  5. key_right = keyboard_check(vk_right) || keyboard_check(ord("D"));
  6. key_jump = keyboard_check_pressed(vk_space) || keyboard_check(ord("X"));
  7. key_down = keyboard_check(vk_down) || keyboard_check(ord("S"));
  8. //key_up = keyboard_check(vk_up) || keyboard_check(ord("W"));
  9. key_shoot = (mouse_check_button(mb_left)) || keyboard_check(ord("Z"));
  10. key_shift = keyboard_check(vk_shift)
  11.  
  12. //calculate movement
  13. var move = key_right - key_left;
  14.  
  15. hsp = move * walksp;
  16. vsp = vsp + grv;
  17.  
  18. if (key_right)
  19. {
  20. direction = 0;
  21. }
  22.  
  23. if (key_left)
  24. {
  25. direction = 180;
  26. }
  27.  
  28. //ducking
  29. if (place_meeting(x,y+1,oParentWall)) && (key_down)
  30. {
  31.  
  32. hsp = move * 0;
  33. key_shoot = 0;
  34. key_jump = 0;
  35. }
  36.  
  37. //jumping
  38. if (place_meeting(x,y+1,oParentWall)) && (key_jump)
  39. {
  40. jumping = true;
  41. vsp = -7;
  42. }
  43.  
  44. //sliding
  45. if ((slide >= 0) && (key_down) && (key_shift)) || (sliding)
  46. {
  47. slide = slide - 1;
  48. hsp = (lengthdir_x(4,direction));
  49. vsp = vsp + grv;
  50. sliding = true;
  51.  
  52. alarm[1] = 25; //wait time for sliding
  53.  
  54. if slide < 0
  55. {
  56. hsp = 0;
  57. sliding = false;
  58. slide = -1;
  59. }
  60. }
  61.  
  62. //horizontal collision
  63. if (place_meeting(x+hsp,y,oParentWall))
  64. {
  65. while (!place_meeting(x+sign(hsp),y,oParentWall))
  66. {
  67. x = x + sign(hsp);
  68. }
  69. hsp = 0;
  70. }
  71. x = x + hsp;
  72.  
  73. //vertical collision
  74. if (place_meeting(x,y+vsp,oParentWall))
  75. {
  76. while (!place_meeting(x,y+sign(vsp),oParentWall))
  77. {
  78. y = y + sign(vsp);
  79. }
  80. vsp = 0;
  81. }
  82. y = y + vsp;
  83.  
  84. //shooting
  85. firingdelay = firingdelay - 1;
  86. if key_shoot && (firingdelay < 0)
  87. {
  88. //sprite_index = sMumuShoot;
  89. firingdelay = 10;
  90. with (instance_create_layer(x,y,"Bubble",oBubble))
  91. {
  92. speed = 5;
  93. image_xscale = other.image_xscale;
  94. hspeed = sign(image_xscale)*5;
  95. }
  96. }
  97.  
  98. //animation
  99. if (!place_meeting(x,y+1,oParentWall))
  100. {
  101. sprite_index = sMumuJump;
  102. image_speed = 0;
  103. if (sign(vsp) > 0) image_index = 1;
  104. else image_index = 0;
  105. }
  106. else
  107. {
  108. image_speed = 1;
  109. if (hsp == 0)
  110. {
  111. sprite_index = sMumuIdle;
  112. }
  113. else
  114. {
  115. sprite_index = sMumuRun;
  116.  
  117. }
  118. }
  119.  
  120. if key_down
  121. {
  122. sprite_index = sMumuDown;
  123. image_speed = 0;
  124. image_index = 0;
  125. }
  126.  
  127. //if key_up
  128. //{
  129. // sprite_index = sMumuLook;
  130. //}
  131.  
  132. if sliding
  133. {
  134. sprite_index = sMumuSlide;
  135. image_speed = 0;
  136. image_index = 0;
  137. }
  138.  
  139. //sprite flip
  140. if (hsp !=0)
  141. {
  142. image_xscale = sign(hsp);
  143.  
  144. }
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