Documentation
Documentation
All events in this project are commented, so you can open any event and read the
comments to understand what it does, and how it works.
# OBJECTS
Game
obj_game
Main game loop object for gameplay called in the instances layer or the
game room.
obj_shadow
Shadow objects that are set to the player, enemies and collectables to
shadow them in game.
obj_text_popup
Object used for the health text popups that occur after any combat
where damage is given.
Create Creates variables for the text input and its lifetime
and speed.
Step Checks if the game isnt paused before reducing its lifetime
and then fading it out before destroying when no longer visable.
Draw Draws the text with the correct transparency.
Enemies
obj_enemy
Base enemy object used by all types of enemies.
obj_pigun
Pigun enemy object that uses the base enemy object as a
parent.
obj_pumpkill
Pumpkill enemy object that uses the base enemy object as a
parent.
obj_rooster
Rooster enemy object that uses the base enemy object as a
parent.
Game Over
obj_button_exit
Button used within the game over and template complete
screens to return the game to the splash screen.
obj_button_retry
Button used within the game over and template complete
screens to restart the game.
obj_game_over
Object used for the end of game screen when player dies.
obj_hero_bullet
Object created when player uses the bullet firing attack.
obj_hero_trail
Object created when player uses the trail attack.
Pause
obj_button_resume
Button used within the pause menu to resume the game.
obj_pause_button
Button used in corner of main playing screen to pause game.
obj_pause_screen
Object used for when pause screen is created.
Pickups
obj_collectable
Pickup object for player experience dropped by defeated
enemies.
obj_heart
Pickup object for player health dropped by defeated
enemies.
Template Complete
obj_template_complete
Object used for the end of game screen when player
successfully finish 10 waves.
Upgrade
obj_button_reroll
Button used in upgrade screen for rerolling upgrades.
obj_upgrade
Objects used for the upgrade cards displayed on screen.
obj_upgrade_screen
Object that controls the upgrade screen
Create Stops the audio and calls the
upgrades function to make the upgrades as well as creating the reroll button.
Draw GUI Draws the menu background and upgrade
heading text.
Menu
obj_button_audio
Button used to quit the game from main menu.
obj_button_quit
Button used to quit the game from main menu.
obj_button_start
Button used to start the game from main menu.
obj_title
Used in the splash screen displays the game logo and controls the main
menus audio.
# SCRIPTS
Weapons
attack_trail
Called for trail attacks, checks for enemy before creating trail attack
object.
shooting_attack
Called for shooting attacks, aims towards nearest enemy and fires shots
at angles depending on upgrades applied.
swipe_attack
Called for swipe attacks, checks for enemy before creating swipe attack
object.
weapon_shooting
Used for upgrade cards, details the values shooting upgrades will have
depending on the current damage levels.
weapon_swipe
Used for upgrade cards, details the values swipe upgrades will have
depending on the current damage levels.
weapon_trail
Used for upgrade cards, details the values trail upgrades will have
depending on the current damage levels.
get_upgrades
When called destroys all current upgrades and generates new ones depending on
the lists available.
keep_in_room
Keeps the player inside the play area when called.
list_shuffle
Shuffles the list of upgrades.
next_wave
Resets the players xp and up their goal needed while scaling up the enemy
difficulty when called.
pause
Pauses the game and saves and needed animation frames or speed for enemies
and player.
player_movement
Controls and updates the players movement when called.
unpause
Similar to pause unpauses the game and all of it instances are given back
their original speeds.
# ROOMS
rm_menu
This is the main menu room and is the first room that is loaded into within
the project.
Instances The instances layer of the room is the only instance layer
at start with the all the UI objects on it.
Background The background layer is kept in the room but has nothing
set to it except the background image.
rm_game
This is the main game room that all the gameplay takes place within the
project.
# Sounds
# SPRITES
~~ Possible Edits! ~~
If you want to edit parts of this project to make it more unique and personal feel
free to!
Don't forget to share what you make to gx.games so others can play your game too!