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- if(room = room_outside){
- event_inherited();
- w_spd = 1;
- n_spd = 2;
- r_spd = 3;
- spd = n_spd;
- x_frame = 1;
- y_frame = 8;
- x_offset = sprite_get_xoffset(mask_index);
- y_offset = sprite_get_yoffset(mask_index);
- spr_base = spr_female_base_1;
- spr_torso = spr_female_white_sleeveless;
- spr_legs = spr_magenta_pants_female;
- spr_hair = spr_hair_female_pixie_blonde;
- spr_feet = spr_brown_longboots_female;
- spr_shadow = spr_character_shadow
- facing = 0;
- input_device = 0;
- spr_idle = spr_character_shadow; //Can adjust later
- spr_walk = spr_character_shadow //Can adjust later
- move_override = false;
- }
- if(room = room_dungeon_movement){
- /// @description Init Player Movement
- /// @description This goes into the obj_player Create Event
- event_inherited();
- move_override = false;
- enum states {
- idle,
- walking
- }
- state = states.idle;
- x_pos = x div tile_width;
- y_pos = y div tile_height;
- x_from = x_pos;
- y_from = y_pos;
- x_to = x_pos;
- y_to = y_pos;
- walk_anim_length = 0.5; /// Time it talks for the player to walk across the tile
- walk_anim_time = 0; /// How far along in the animation we are
- image_speed = 0;
- frames = [1, 2, 3, 4, 5, 6]; ///this is assuming a three frame walk cycle
- walk_anim_frames = 6;
- sprite[directions.right] = spr_player_right;
- sprite[directions.left] = spr_player_left;
- sprite[directions.up] = spr_player_up;
- sprite[directions.down] = spr_player_down;
- var tile_layer = layer_get_id("Collisions");
- tile_map = layer_tilemap_get_id(tile_layer);
- }
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