if(room = room_outside){
event_inherited();
w_spd = 1;
n_spd = 2;
r_spd = 3;
spd = n_spd;
x_frame = 1;
y_frame = 8;
x_offset = sprite_get_xoffset(mask_index);
y_offset = sprite_get_yoffset(mask_index);
spr_base = spr_female_base_1;
spr_torso = spr_female_white_sleeveless;
spr_legs = spr_magenta_pants_female;
spr_hair = spr_hair_female_pixie_blonde;
spr_feet = spr_brown_longboots_female;
spr_shadow = spr_character_shadow
facing = 0;
input_device = 0;
spr_idle = spr_character_shadow; //Can adjust later
spr_walk = spr_character_shadow //Can adjust later
move_override = false;
}
if(room = room_dungeon_movement){
/// @description Init Player Movement
/// @description This goes into the obj_player Create Event
event_inherited();
move_override = false;
enum states {
idle,
walking
}
state = states.idle;
x_pos = x div tile_width;
y_pos = y div tile_height;
x_from = x_pos;
y_from = y_pos;
x_to = x_pos;
y_to = y_pos;
walk_anim_length = 0.5; /// Time it talks for the player to walk across the tile
walk_anim_time = 0; /// How far along in the animation we are
image_speed = 0;
frames = [1, 2, 3, 4, 5, 6]; ///this is assuming a three frame walk cycle
walk_anim_frames = 6;
sprite[directions.right] = spr_player_right;
sprite[directions.left] = spr_player_left;
sprite[directions.up] = spr_player_up;
sprite[directions.down] = spr_player_down;
var tile_layer = layer_get_id("Collisions");
tile_map = layer_tilemap_get_id(tile_layer);
}
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