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Step_0.gml 1.1 KB

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  1. _jump_p = ingame.kcp("Z") || ingame.kcp("K");
  2. _jump_r = ingame.kcr("Z") || ingame.kcr("K");
  3. _left = ingame.kc("A") || ingame.kc(vk_left);
  4. _right = ingame.kc("D") || ingame.kc(vk_right);
  5. _up = ingame.kc("W") || ingame.kc(vk_up);
  6. _down = ingame.kc("S") || ingame.kc(vk_down);
  7. _dash = ingame.kcp("C") || ingame.kcp("L");
  8. _attack = ingame.kcp("X") || ingame.kcp("J");
  9. /**/
  10. _newgame = title.kcp(vk_space);
  11. _continue = title.kcp(vk_enter);
  12. _quitgame = title.kcp(vk_escape);
  13. _return = ingame.kcp(vk_backspace);
  14. if global.developer_mode && room == rTitle
  15. {
  16. if _newgame
  17. {
  18. title.destroy();
  19. global.save_data = get_default_save_data();
  20. save_game_to_disk();
  21. load_game_from_disk();
  22. }
  23. if _continue
  24. {
  25. title.destroy();
  26. load_game_from_disk();
  27. }
  28. if _quitgame
  29. game_end();
  30. }
  31. if global.developer_mode && room != rTitle
  32. if _return
  33. {
  34. save_game_to_disk();
  35. room_goto(rTitle);
  36. with(global.camera) instance_destroy();
  37. with(global.player) instance_destroy();
  38. with(global.in_game_manager) instance_destroy();
  39. title = new input_handle("title", 10);
  40. }