Add more menus and endless mode
This commit is contained in:
1
objects/o_mode_menu/Create_0.gml
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1
objects/o_mode_menu/Create_0.gml
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depth = -10000;
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40
objects/o_mode_menu/Draw_0.gml
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40
objects/o_mode_menu/Draw_0.gml
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var _cam_x = camera_get_view_x(view_camera[0]);
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var _cam_w = camera_get_view_width(view_camera[0]);
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var _cam_y = camera_get_view_y(view_camera[0]);
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var _cam_h = camera_get_view_height(view_camera[0]);
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draw_rectangle_color(_cam_x, _cam_y, _cam_w + _cam_x, _cam_h + _cam_y, c_black, c_black, c_black, c_black, false);
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draw_set_halign(fa_left);
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draw_set_valign(fa_top);
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draw_set_font(fnt_Tiny5);
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draw_text_transformed(_cam_x + 10, _cam_y, "Modes", 2, 2, 0);
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draw_sprite_ext(s_key_back, image_index, _cam_x + 610, _cam_y + 45, 1.5, 1.5, 0, c_white, 1);
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draw_text_transformed(_cam_x + 240, _cam_y + 20, "-< Press Backspace to return", 1, 1, 0);
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draw_set_halign(fa_center);
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draw_set_valign(fa_middle);
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draw_text_transformed(_cam_x + (_cam_w / 2), _cam_y + (_cam_h / 2) - 70, "Gauntlet Rush", 1.5, 1.5, 0);
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draw_sprite_ext(s_key_one, image_index, _cam_x + (_cam_w / 2) + 150, _cam_y + (_cam_h / 2) - 55, 2, 2, 0, c_white, 1);
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draw_text_transformed(_cam_x + (_cam_w / 2), _cam_y + (_cam_h / 2) + 50, "Endless Swarm", 1.5, 1.5, 0);
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draw_sprite_ext(s_key_two, image_index, _cam_x + (_cam_w / 2) + 160, _cam_y + (_cam_h / 2) + 65, 2, 2, 0, c_white, 1);
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draw_set_alpha(0.7);
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draw_set_valign(fa_top);
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draw_text_transformed(
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_cam_x + (_cam_w / 2),
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_cam_y + (_cam_h / 2) - 40,
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"Start with 40 enemies and fight through 100 kills.\nEach round increases difficulty. How long can you survive?",
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0.8, 0.8, 0
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);
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draw_text_transformed(
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_cam_x + (_cam_w / 2),
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_cam_y + (_cam_h / 2) + 80,
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"Face as many enemies at once as you can in an endless battle.\nNo kill limit. Healing is rare. Just survive.",
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0.8, 0.8, 0
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);
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draw_set_halign(fa_left);
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draw_set_valign(fa_top);
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draw_set_alpha(1);
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16
objects/o_mode_menu/Step_0.gml
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16
objects/o_mode_menu/Step_0.gml
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if global.back_key_pressed {
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instance_destroy();
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instance_create_depth(0, 0, -9000, o_start_menu);
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}
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if global.one_key_pressed {
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instance_destroy();
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}
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if global.two_key_pressed {
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global.infinite_mode = true;
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global.enemy_active_max = 100;
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instance_destroy();
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}
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40
objects/o_mode_menu/o_mode_menu.yy
generated
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40
objects/o_mode_menu/o_mode_menu.yy
generated
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{
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"$GMObject":"",
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"%Name":"o_mode_menu",
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"eventList":[
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{"$GMEvent":"v1","%Name":"","collisionObjectId":null,"eventNum":0,"eventType":8,"isDnD":false,"name":"","resourceType":"GMEvent","resourceVersion":"2.0",},
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{"$GMEvent":"v1","%Name":"","collisionObjectId":null,"eventNum":0,"eventType":3,"isDnD":false,"name":"","resourceType":"GMEvent","resourceVersion":"2.0",},
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{"$GMEvent":"v1","%Name":"","collisionObjectId":null,"eventNum":0,"eventType":0,"isDnD":false,"name":"","resourceType":"GMEvent","resourceVersion":"2.0",},
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],
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"managed":true,
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"name":"o_mode_menu",
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"overriddenProperties":[],
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"parent":{
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"name":"Controllers",
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"path":"folders/Controllers.yy",
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},
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"parentObjectId":{
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"name":"o_screen_pause",
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"path":"objects/o_screen_pause/o_screen_pause.yy",
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},
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"persistent":false,
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"physicsAngularDamping":0.1,
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"physicsDensity":0.5,
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"physicsFriction":0.2,
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"physicsGroup":1,
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"physicsKinematic":false,
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"physicsLinearDamping":0.1,
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"physicsObject":false,
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"physicsRestitution":0.1,
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"physicsSensor":false,
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"physicsShape":1,
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"physicsShapePoints":[],
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"physicsStartAwake":true,
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"properties":[],
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"resourceType":"GMObject",
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"resourceVersion":"2.0",
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"solid":false,
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"spriteId":null,
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"spriteMaskId":null,
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"visible":true,
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}
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