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); }