Information about object: obj_gun
Sprite: spr_Bazooka
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
execute code:
bullet_case_dir = 0
aim = 0 // aim var
canshoot = true // we can shoot
global.weapon = 0 // what weapon?
global.weaponname = 0
global.recoil = 0 // how much recoild does it give off
global.rate = 0 // how fast does the gun fire
global.monorate = 0 // how fast the rate of fire is on single shot
global.sped = 0 // how fast the bullet travels
global.reloadspeed = 0 // how fast you reload
global.accuracy = 0 // how accurate is the gun
global.maxammo = 0 // The max ammo for the gun
global.aimdis = 0 // The aim distance in sniper mode
global.auto = false
global.ammo0 = 30
global.ammo1 = 1
global.ammo2 = 45
global.ammo3 = 50
global.ammo4 = 12
reload = false // we are no reloading
sniper = false
set = 0
if global.weapon = 0{global.ammo0 = 30}
if global.weapon = 1{global.ammo1 = 1}
if global.weapon = 2{global.ammo2 = 45}
if global.weapon = 3{global.ammo3 = 50}
if global.weapon = 4{global.ammo4 = 12}
DX = 0
DY = 0
// Method a: using polar coordinates
// In this case, we convert DX and DY into polar coordinates beforehand.
Len = point_distance(0, 0, DX, DY); // This is the distance between the tip and the origin.
Angle = point_direction(0, 0, DX, DY); // This is the angle to the tip from the origin.
Alarm Event for alarm 0:
execute code:
canshoot = true // we can shoot
Alarm Event for alarm 1:
execute code:
reload = false // set reload to false
if global.weapon=0{global.ammo0 = global.maxammo}
if global.weapon=1{global.ammo1 = global.maxammo}
if global.weapon=2{global.ammo2 = global.maxammo}
if global.weapon=3{global.ammo3 = global.maxammo}
if global.weapon=4{global.ammo4 = global.maxammo}
Step Event:
execute code:
direction = point_direction(x,y,mouse_x,mouse_y) // set direction to the mouse
aim = direction // set aim to direction
image_angle = aim
info_weapons()
x = obj_player.x // set the x postion to the player
y = obj_player.y // set the y postion to the player
if sniper = true{view_object[0] = obj_mouse}
else{view_object[0] = obj_player}
if reload = false // if we are not reloading
&& canshoot = false // if we can shoot
&& mouse_check_button(mb_left){ // if we click left mouse botton
//makes the gun kick back
x+=lengthdir_x(random(global.recoil),aim-180) // set the recoil for x
y+=lengthdir_y(random(global.recoil),aim-180) // se the recoil for y
}
if mouse_x > x
image_index = 0
else
image_index = 1 // make us face the direction of the gun
if image_index = 1{bullet_case_dir = aim -90}
if image_index = 0{bullet_case_dir = aim +90}
if reload = false{
if global.ammo0 = 0
or global.ammo1 = 0
or global.ammo2 = 0
or global.ammo3 = 0
or global.ammo4 = 0
reload = true
alarm[1] = global.reloadspeed
}
Mouse Event for Glob Left Button:
execute code:
with (instance_create(x,y,obj_bullet))
{
other.speed=15
other.direction=point_direction(other.x,other.y,mouse_x-rate+random(rate*10),mouse_y-rate+random(rate*10))
}
Mouse Event for Glob Left Pressed:
execute code:
if global.auto = true && set = 0{exit}
else {
if reload = false{ // if we are not reloading
if canshoot = true{ // if we can shoot
idd=instance_create(x + lengthdir_x(Len, Angle + image_angle), y + lengthdir_y(Len, Angle + image_angle), obj_bullet); // create the bullet with ID
idd.spd=global.sped // set the speed
idd.direction= image_angle+random(global.accuracy)-random(global.accuracy) //set the accuracy
idd.creator = id;
canshoot = false // we can not shoot
alarm[0] = global.monorate // set an alarm, to set canshoot back to true
if global.weapon=0{global.ammo0 -=1}
if global.weapon=1{global.ammo1 -=1}
if global.weapon=2{global.ammo2 -=1}
if global.weapon=3{global.ammo3 -=1}
if global.weapon=4{global.ammo4 -=1}
// create bullet case
bul=instance_create(x,y,obj_bullet_case);
bul.speed=5
bul.direction = bullet_case_dir
// create flare
bul=instance_create(x + lengthdir_x(Len, Angle + image_angle), y + lengthdir_y(Len, Angle + image_angle), obj_flare);
bul.speed=0.2
bul.direction = image_angle
}
}
}
Mouse Event for Glob Right Pressed:
execute code:
if sniper = false{sniper = true}
else{sniper = false}
Draw Event:
execute code:
draw_sprite_ext(sprite_index,image_index,x,y,image_xscale,image_yscale,image_angle,image_blend,image_alpha)//draw the sprite, and angle it towards the mouse
draw_hud()
Key Press Event for E-key Key:
execute code:
if global.auto = true
&& reload = false{
set +=1 // next weapon
if set = 2 // if weapon is 2
set = 0 // set it back to 0
}
if global.auto = false {set = 0}
Key Press Event for F-key Key:
execute code:
if reload = false{
global.weapon +=1 // next weapon
if global.weapon = 6 // if weapon is 2
global.weapon = 0 // set it back to 0
}
REGARDE :
peut etre je vais changer parceque j'ai trouver un tuto avec le clip (oui mon jeu actuellement n'a pas de clip ==' )
UNE AUTRE SOLUTION: j'ai une autre solution si vous voulez je vous donne le tuto que je vais suivre et vous me ajoute le code sur lui et voila vous me renvoyer