Player Event - Shmupkit
The player event is quite straightforward. There are controls for left and right movement, thrust upward with the up key, this is restricted to half way up the screen but obviously you can change this.
The fire key requires denouncing (releasing) before another shot can be fired. You could change this if you wanted auto-fire but you'd need to code carefully to avoid to many on screen sprites.
EVENT PLAYER ;=========== PLAYER ============ ;============================================ ; ; VARIABLES ; =========================================== ; DIRECTION - TRIGGER PLAYER EXPLOSION (99) ; SETTINGA - FIRE KEY DEBOUNCING ; SETTINGB - availabe for use in your game ; AIRBORNE - availabe for use in your game ; JUMPSPEED - availabe for use in your game ; =========================================== ; COLOURS ; ======================= SPRITEINK 69 ; Bright Cyan ink ; PLAYER MOVEMENT ; ==================== IF KEY UP ; Player presses up (thrust) LET FRAME = 1 ; switch to the frame that shows jetflame IF Y > 92 ; If player is below the 92 y pixel line SPRITEUP ; move player up SPRITEUP ; and up again (faster movement) ENDIF ELSE ; if player is not pressing thrust LET FRAME = 0 ; switch to the regular spaceship SPRITEDOWN ; move player down ENDIF IF KEY LEFT ; has player pressed LEFT? IF CANGOLEFT ; can the player move left? SPRITELEFT ; yes, move player left SPRITELEFT ; and again (moves faster) ENDIF ENDIF IF KEY RIGHT ; has the player pressed RIGHT? IF CANGORIGHT ; yes, can the player move right? SPRITERIGHT ; yes, move player right SPRITERIGHT ; and again (moves faster) ENDIF ENDIF ; FIRE PHOTON TORPEDOS ; ==================== IF KEY FIRE ; if player presses fire key IF SETTINGA = 0 ; if firekey is debounced IF S < 12 ; and if less than 12 sprites on screen SPAWN 1 1 ; spawn a bullet LET SETTINGA = 1 ; bounce the fire key SPAWNED ; switch to the Photon Torpedo LET DIRECTION = 1 ; set its direction to 1 (up) ENDSPRITE ; return to this sprite ENDIF ENDIF ELSE ; fire key not pressed LET SETTINGA = 0 ; debounce it ENDIF ; BOUNDARY CHECK ; ==================== IF Y >= BOTTOMEDGE ; has player gone beyond the bottom edge? LET Y = BOTTOMEDGE ; yes, keep them at the bottom edge ENDIF ; REQUEST PLAYER EXPLOSION ; ==================== IF DIRECTION = 99 ; player explosion requested LET TYPE = 6 ; switch it to the explosion type LET IMAGE = 4 ; and the explosion image LET FRAME = 0 ; reset it to first frame LET DIRECTION = 1 ; this is the player exploding ENDIF ; STORE PLAYER X Y FOR OTHER EVENTS ; ================================= LET M = X ; store player X in M LET N = Y ; store player Y in N