Step_0.gml 1.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051
  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 oInput._newgame
  17. {
  18. oInput.title.destroy();
  19. global.save_data = get_default_save_data();
  20. room_goto(asset_get_index(global.save_data.world.current_room));
  21. global.in_game_manager = icl(oInGameManager);
  22. }
  23. if oInput._continue
  24. {
  25. oInput.title.destroy();
  26. load_game_from_disk();
  27. room_goto(asset_get_index(global.save_data.world.current_room));
  28. global.in_game_manager = icl(oInGameManager);
  29. }
  30. if oInput._quitgame
  31. game_end();
  32. }
  33. if global.developer_mode && room != rTitle
  34. if oInput._return
  35. {
  36. save_game_to_disk();
  37. room_goto(rTitle);
  38. with(global.camera) instance_destroy();
  39. with(global.player) instance_destroy();
  40. with(oInput)
  41. {
  42. title = new input_handle("title", 10);
  43. }
  44. }