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An example of a stage boss.


Locals: None (All inherited from parent object)


Trigger # Actions
Create 1 Call event_inherited(). Set some inherited locals to appropriate values.
Alarm[0] 1 If there is no active dialogue sequence, then: move self, making sure not to accidentally leave the play area or drop too low. Set _ACCEL to a small negative value. Regardless, reset Alarm[0].
Step 1 Regulate animation based on current image and sprite index.
Step 2 Regulate animation based on movement direction and speed.
Step 3 Deaccelerate if own speed is above 0. (this object is intended never to have positive acceleration)