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it unlocks many cool features!
- Step event of push object
- //Gravity
- if place_free (x,y+1){gravity = 0.3 } else {gravity = 0 }
- gravity_direction = 270
- //Push script
- if place_meeting (x + 4,y,obj_Stick) && keyboard_check (vk_left) {x -=4}
- if place_meeting (x - 4,y,obj_Stick) && keyboard_check (vk_right) {x +=4}
- if place_meeting (x + 4,y,obj_Stick) && keyLeft = gamepad_axis_value(0, gp_axislh) {x -=4} This not working
- if place_meeting (x - 4,y,obj_Stick) && keyRight = gamepad_axis_value(0, gp_axislh) {x +=4} this not working
- Step event of player control
- ///Controls
- if(!gamepad_is_connected(0)) // Keyboard Controls
- {
- keyLeft = keyboard_check(vk_left);
- keyRight = keyboard_check(vk_right);
- keyShoot = keyboard_check(ord('Z'));
- keyJump = keyboard_check_pressed(vk_up);
- keyJumpReleased = keyboard_check_released(vk_up);
- keyFire = keyboard_check(ord('Z'));
- keyFireReleased = keyboard_check_released(ord('Z'));
- keyPause = keyboard_check_pressed(vk_escape);
- }
- else
- if(gamepad_is_connected(0)) // Gamepad Controls
- {
- keyLeft = -gamepad_axis_value(0, gp_axislh);
- keyRight = gamepad_axis_value(0, gp_axislh);
- keyShoot = gamepad_button_check(0, gp_shoulderrb);
- keyJump = gamepad_button_check_pressed(0, gp_face1);
- keyJumpReleased = gamepad_button_check_released(0, gp_face1);
- keyFire = gamepad_button_check(0, gp_shoulderrb);
- keyFireReleased = gamepad_button_check_released(0, gp_shoulderrb);
- keyPause = gamepad_button_check_pressed(0, gp_start);
- }
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