//left-check
if collision_rectangle(x,y,x+1,y+27,oSpaceWall,false,true)
{gravityX = 0
speedX = 0
x = xprevious
move_contact_solid(0,speedX)}
//right-check
if collision_rectangle(x+23,y+1,x+24,y+26,oSpaceWall,false,true)
{gravityX = 0
speedX = 0
x = xprevious
move_contact_solid(180,speedX)}
//up-check
if collision_rectangle(x+1,y,x+24,y+1,oSpaceWall,false,true)
{gravityY = 0
speedY = 0
y = yprevious
move_contact_solid(90,speedY)}
//down-check
if collision_rectangle(x+1,y+31,x+24,y+32,oSpaceWall,false,true)
{gravityY = 0
speedY = 0
inAir = false
y = yprevious
move_contact_solid(270,speedY)}
if inAir = true
{gravityY = 1}
//gravity adding to speed
speedX = speedX + gravityX
speedY = speedY + gravityY
//keyboard input
if keyboard_check(ord('W')) and inAir = false
{speedY = -13
inAir = true}
if keyboard_check(ord('A'))
{speedX = -2
sprite_index = sPlayer1l}
if keyboard_check(ord('D'))
{speedX = 2
sprite_index = sPlayer1r}
if keyboard_check(ord(false))
{speedX = 0}
if keyboard_check(ord('S'))
{if sprite_index = sPlayer1r
{instance_create(x+12,y,oLaserShot)}
if sprite_index = sPlayer1l
{instance_create(x-12,y,oLaserShot)}}
//movement
x = x + speedX
y = y + speedY
Edited by kirbyfreak, 05 November 2011 - 06:18 PM.











