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  1. 47
      Tetris.project.gmx
  2. 23
      objects/obj_back.object.gmx
  3. 23
      objects/obj_back1.object.gmx
  4. 23
      objects/obj_back2.object.gmx
  5. 422
      objects/obj_block1.object.gmx
  6. 406
      objects/obj_block2.object.gmx
  7. 406
      objects/obj_block3.object.gmx
  8. 336
      objects/obj_blockspawner.object.gmx
  9. 50
      objects/obj_deadend.object.gmx
  10. 66
      objects/obj_focushandler.object.gmx
  11. 23
      objects/obj_score.object.gmx
  12. 511
      rooms/rm_rm1.room.gmx
  13. 2
      scripts/rotate.gml
  14. 16
      scripts/scr_spawn_block.gml
  15. 2
      scripts/script0.gml
  16. 1
      scripts/script1.gml
  17. 1
      scripts/var_focushandler.gml
  18. BIN
      sprites/images/spr_back1_0.png
  19. BIN
      sprites/images/spr_back2_0.png
  20. BIN
      sprites/images/spr_back_0.png
  21. BIN
      sprites/images/spr_block1_0.png
  22. BIN
      sprites/images/spr_block2_0.png
  23. BIN
      sprites/images/spr_block3_0.png
  24. BIN
      sprites/images/spr_deadend_0.png
  25. BIN
      sprites/images/spr_score_0.png
  26. 25
      sprites/spr_back.sprite.gmx
  27. 25
      sprites/spr_back1.sprite.gmx
  28. 25
      sprites/spr_back2.sprite.gmx
  29. 25
      sprites/spr_block1.sprite.gmx
  30. 25
      sprites/spr_block2.sprite.gmx
  31. 25
      sprites/spr_block3.sprite.gmx
  32. 25
      sprites/spr_deadend.sprite.gmx
  33. 25
      sprites/spr_score.sprite.gmx

47
Tetris.project.gmx

@ -0,0 +1,47 @@ @@ -0,0 +1,47 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<assets>
<Configs name="configs">
<Config>Configs\Default</Config>
</Configs>
<NewExtensions/>
<sounds name="sound">
<sound>sound\snd_music1</sound>
</sounds>
<sprites name="sprites">
<sprite>sprites\spr_block1</sprite>
<sprite>sprites\spr_deadend</sprite>
<sprite>sprites\spr_back2</sprite>
<sprite>sprites\spr_back1</sprite>
<sprite>sprites\spr_back</sprite>
<sprite>sprites\spr_block2</sprite>
<sprite>sprites\spr_block3</sprite>
<sprite>sprites\spr_score</sprite>
</sprites>
<backgrounds name="background"/>
<paths name="paths"/>
<scripts name="scripts">
<script>scripts\scr_spawn_block.gml</script>
</scripts>
<objects name="objects">
<object>objects\obj_block1</object>
<object>objects\obj_deadend</object>
<object>objects\obj_back2</object>
<object>objects\obj_back1</object>
<object>objects\obj_back</object>
<object>objects\obj_block2</object>
<object>objects\obj_blockspawner</object>
<object>objects\obj_block3</object>
<object>objects\obj_score</object>
</objects>
<rooms name="rooms">
<room>rooms\rm_rm1</room>
</rooms>
<help>
<rtf>help.rtf</rtf>
</help>
<TutorialState>
<IsTutorial>0</IsTutorial>
<TutorialName></TutorialName>
<TutorialPage>0</TutorialPage>
</TutorialState>
</assets>

23
objects/obj_back.object.gmx

@ -0,0 +1,23 @@ @@ -0,0 +1,23 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_back</spriteName>
<solid>-1</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events/>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>

23
objects/obj_back1.object.gmx

@ -0,0 +1,23 @@ @@ -0,0 +1,23 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_back1</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events/>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>

23
objects/obj_back2.object.gmx

@ -0,0 +1,23 @@ @@ -0,0 +1,23 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_back2</spriteName>
<solid>-1</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events/>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>

422
objects/obj_block1.object.gmx

@ -0,0 +1,422 @@ @@ -0,0 +1,422 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_block1</spriteName>
<solid>-1</solid>
<visible>-1</visible>
<depth>-1</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>117</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_snap</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>0</kind>
<string>32</string>
</argument>
<argument>
<kind>0</kind>
<string>32</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>301</id>
<kind>0</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_set_alarm</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>-1</relative>
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<arguments>
<argument>
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</arguments>
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</event>
<event eventtype="2" enumb="1">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
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<useapplyto>-1</useapplyto>
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<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>if(reachedGround == "No") {
y=y + 32;
}
</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>301</id>
<kind>0</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
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<functionname>action_set_alarm</functionname>
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<whoName>self</whoName>
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<arguments>
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<event eventtype="2" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>if (reachedGround == "No") {
if place_meeting(x,y - 10,obj_deadend)
{ } else {
if (keyboard_check_pressed(vk_space)) {
image_angle += 90;
}
if (keyboard_check_pressed(vk_left)) {
if (place_meeting(x - 32,y,obj_deadend) || place_meeting(x - 32,y,obj_block1) || place_meeting(x - 32,y,obj_block2) || place_meeting(x - 32,y,obj_block3) || place_meeting(x - 32,y,obj_back2))
{}
else
{x=x - 32;
}
}
if (keyboard_check_pressed(vk_right)) {
if (place_meeting(x + 32,y,obj_deadend) || place_meeting(x + 32,y,obj_block1) || place_meeting(x + 32,y,obj_block2) || place_meeting(x + 32,y,obj_block3) || place_meeting(x + 32,y,obj_back2))
{}
else
{x=x + 32;
}
}
if (keyboard_check_released(vk_right)) {
}
if (keyboard_check_released(vk_left)) {
}
}
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>301</id>
<kind>0</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_set_alarm</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>-1</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>0</kind>
<string>1</string>
</argument>
<argument>
<kind>4</kind>
<string>0</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="4" ename="obj_block3">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
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<arguments>
<argument>
<kind>1</kind>
<string>reachedGround = "Yes";
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="4" ename="obj_block2">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
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<whoName>self</whoName>
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<arguments>
<argument>
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<string>reachedGround = "Yes";
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</argument>
</arguments>
</action>
</event>
<event eventtype="4" ename="obj_back2">
<action>
<libid>1</libid>
<id>101</id>
<kind>0</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
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<functionname>action_move</functionname>
<codestring></codestring>
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<arguments>
<argument>
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</argument>
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<functionname>action_move_point</functionname>
<codestring></codestring>
<whoName>self</whoName>
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<arguments>
<argument>
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</argument>
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</argument>
</arguments>
</action>
</event>
<event eventtype="4" ename="obj_deadend">
<action>
<libid>1</libid>
<id>101</id>
<kind>0</kind>
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<functionname>action_execute_script</functionname>
<codestring></codestring>
<whoName>self</whoName>
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<arguments>
<argument>
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</argument>
<argument>
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<libid>1</libid>
<id>603</id>
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<arguments>
<argument>
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</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>

406
objects/obj_block2.object.gmx

@ -0,0 +1,406 @@ @@ -0,0 +1,406 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_block2</spriteName>
<solid>-1</solid>
<visible>-1</visible>
<depth>-1</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>117</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_snap</functionname>
<codestring></codestring>
<whoName>self</whoName>
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<arguments>
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<kind>0</kind>
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<string>if (reachedGround == "No") {
if place_meeting(x,y - 10,obj_deadend)
{ } else {
if (keyboard_check_pressed(vk_space)) {
image_angle += 90;
}
if (keyboard_check_pressed(vk_left)) {
if (place_meeting(x - 32,y,obj_deadend) || place_meeting(x - 32,y,obj_block1) || place_meeting(x - 32,y,obj_block2) || place_meeting(x - 32,y,obj_block3) || place_meeting(x - 32,y,obj_back2))
{}
else
{x=x - 32;
}
}
if (keyboard_check_pressed(vk_right)) {
if (place_meeting(x + 32,y,obj_deadend) || place_meeting(x + 32,y,obj_block1) || place_meeting(x + 32,y,obj_block2) || place_meeting(x + 32,y,obj_block3) || place_meeting(x + 32,y,obj_back2))
{}
else
{x=x + 32;
}
}
if (keyboard_check_released(vk_right)) {
}
if (keyboard_check_released(vk_left)) {
}
}
}
</string>
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<event eventtype="4" ename="obj_block3">
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<arguments>
<argument>
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<string>reachedGround = "Yes";
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="4" ename="obj_block2">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
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</event>
<event eventtype="4" ename="obj_back2">
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<id>101</id>
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<isquestion>0</isquestion>
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<argument>
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</event>
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<libid>1</libid>
<id>101</id>
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<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
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<functionname>action_move</functionname>
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<argument>
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</argument>
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</argument>
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<functionname>action_set_alarm</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>-1</relative>
<isnot>0</isnot>
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<argument>
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</arguments>
</action>
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<kind>7</kind>
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<functionname></functionname>
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<arguments>
<argument>
<kind>1</kind>
<string>reachedGround = "Yes";
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="4" ename="obj_block1">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
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<functionname></functionname>
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<whoName>self</whoName>
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<arguments>
<argument>
<kind>1</kind>
<string>reachedGround = "Yes";
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>

406
objects/obj_block3.object.gmx

@ -0,0 +1,406 @@ @@ -0,0 +1,406 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_block3</spriteName>
<solid>-1</solid>
<visible>-1</visible>
<depth>-1</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>117</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_snap</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>0</kind>
<string>32</string>
</argument>
<argument>
<kind>0</kind>
<string>32</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>301</id>
<kind>0</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_set_alarm</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>-1</relative>
<isnot>0</isnot>
<arguments>
<argument>
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</argument>
<argument>
<kind>4</kind>
<string>1</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="1">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
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<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>if(reachedGround == "No") {
y=y + 32;
}
</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>301</id>
<kind>0</kind>
<userelative>-1</userelative>
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<functionname>action_set_alarm</functionname>
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<whoName>self</whoName>
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<event eventtype="2" enumb="0">
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<libid>1</libid>
<id>603</id>
<kind>7</kind>
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<whoName>self</whoName>
<relative>0</relative>
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<arguments>
<argument>
<kind>1</kind>
<string>if (reachedGround == "No") {
if place_meeting(x,y - 10,obj_deadend)
{ } else {
if (keyboard_check_pressed(vk_space)) {
image_angle += 90;
}
if (keyboard_check_pressed(vk_left)) {
if (place_meeting(x - 32,y,obj_deadend) || place_meeting(x - 32,y,obj_block1) || place_meeting(x - 32,y,obj_block2) || place_meeting(x - 32,y,obj_block3) || place_meeting(x - 32,y,obj_back2))
{}
else
{x=x - 32;
}
}
if (keyboard_check_pressed(vk_right)) {
if (place_meeting(x + 32,y,obj_deadend) || place_meeting(x + 32,y,obj_block1) || place_meeting(x + 32,y,obj_block2) || place_meeting(x + 32,y,obj_block3) || place_meeting(x + 32,y,obj_back2))
{}
else
{x=x + 32;
}
}
if (keyboard_check_released(vk_right)) {
}
if (keyboard_check_released(vk_left)) {
}
}
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>301</id>
<kind>0</kind>
<userelative>-1</userelative>
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<useapplyto>-1</useapplyto>
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<codestring></codestring>
<whoName>self</whoName>
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<argument>
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</event>
<event eventtype="4" ename="obj_block3">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
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<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
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<string>reachedGround = "Yes";
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="4" ename="obj_block2">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
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<string>reachedGround = "Yes";
</string>
</argument>
</arguments>
</action>
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<id>101</id>
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</arguments>
</action>
</event>
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<action>
<libid>1</libid>
<id>101</id>
<kind>0</kind>
<userelative>-1</userelative>
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<argument>
<kind>1</kind>
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</string>
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</arguments>
</action>
</event>
<event eventtype="4" ename="obj_block1">
<action>
<libid>1</libid>
<id>603</id>
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</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
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<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
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<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>

336
objects/obj_blockspawner.object.gmx

@ -0,0 +1,336 @@ @@ -0,0 +1,336 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>&lt;undefined&gt;</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-1</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>117</id>
<kind>0</kind>
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<functionname>action_snap</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
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<arguments>
<argument>
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<string>32</string>
</argument>
<argument>
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</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>601</id>
<kind>0</kind>
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<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_execute_script</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>9</kind>
<script>scr_spawn_block</script>
</argument>
<argument>
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<string></string>
</argument>
<argument>
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<string></string>
</argument>
<argument>
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</argument>
<argument>
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<action>
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<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>audio_play_sound(snd_music1, 5, true);
audio_master_gain(0.25);
</string>
</argument>
</arguments>
</action>
<action>
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<id>301</id>
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<event eventtype="2" enumb="1">
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<string>obj = instance_create(obj_blockspawner.x, obj_blockspawner.y, obj_block1);
obj.reachedGround = "No";
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="0">
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<event eventtype="5" enumb="69">
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<event eventtype="5" enumb="49">
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</arguments>
</action>
<action>
<libid>1</libid>
<id>514</id>
<kind>0</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_draw_text</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>-1</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>2</kind>
<string>E - Falls kein Block kommt</string>
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<argument>
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<string>-100</string>
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</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsShapePoints/>
</object>

50
objects/obj_deadend.object.gmx

@ -0,0 +1,50 @@ @@ -0,0 +1,50 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_deadend</spriteName>
<solid>-1</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="4" ename="obj_block1">
<action>
<libid>1</libid>
<id>101</id>
<kind>0</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_move</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>000010000</string>
</argument>
<argument>
<kind>0</kind>
<string>0</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>

66
objects/obj_focushandler.object.gmx

@ -0,0 +1,66 @@ @@ -0,0 +1,66 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>&lt;undefined&gt;</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>601</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_execute_script</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>9</kind>
<script>var_focushandler</script>
</argument>
<argument>
<kind>0</kind>
<string></string>
</argument>
<argument>
<kind>0</kind>
<string></string>
</argument>
<argument>
<kind>0</kind>
<string></string>
</argument>
<argument>
<kind>0</kind>
<string></string>
</argument>
<argument>
<kind>0</kind>
<string></string>