Demo entry 6787663

WeMoveForward

   

Submitted by anonymous on Apr 14, 2019 at 23:50
Language: Java. Code size: 121.5 kB.

hsp = 0; //horizontal speed. zero bc u dont want to be moving at the start of game
vsp = 0; //vertical speed
grv = 0.3; //gravity
global.metadialoguestep = 0;
walksp = 4; //walk speed

hascontrol = true;
touchingdoor = false;
canjump = 0;
key_left = 0;
key_right = 0;
key_jump = 0;
portrait_index = 0;
self_voice = voice1;
name = "Lucinda";
radius = 48;
active_textbox = noone;

paused = false;

key_pause = keyboard_check_pressed(vk_backspace);

if (key_pause) {
	paused = !paused;
}

if (paused) {
	key_left = 0;
	key_right = 0;
	key_jump = 0;
} else if(!global.character_lock){ //this was modified in one of the previous commits
	if (hascontrol) {
		key_left = keyboard_check(vk_left);
		key_right = keyboard_check(vk_right);
		key_jump = keyboard_check_pressed(vk_space); //people can just hold down jump so it checkes if it was pressed that frame
	
		// check for WAD as well
		if (!key_left && !key_right && !key_jump) {
			key_left = keyboard_check(ord("A"));
			key_right = keyboard_check(ord("D"));
			key_jump = keyboard_check(ord("W"));
		}
	}
	else{
		key_left = 0;
		key_right = 0;
		key_jump = 0;
	}
} 

//calculate movement
#region

var move = key_right - key_left;

hsp = move * walksp;
vsp = vsp + grv;

#endregion

//JUMP
//COMMENT OUT OF U WANT TO JUMP MIDAIR
#region
//canjump -= 1; //canjump is reduced by 1 every frame
if(canjump > 0) && (key_jump){ //vertical movement positive is moving down
											//so if were on the floor and jump is pressed
		vsp = -9;
		canjump -=1;
}

else{

	key_right = 0;
	key_left = 0;
	key_jump = 0;
	
}
#endregion




//horizontal collision
#region
if (place_meeting(x+hsp, y, objectWall)){ //if player happens to be at this spot (x+hsp, y) 
								//would there be a collision between player and objectWall
		while(!place_meeting(x+sign(hsp), y, objectWall)){ //sign gives back if hsp is pos or neg, aka right or left
												//as long as there isnt a collision one pixel to the left we continue
			x = x + sign(hsp); //x is increased by 1 until it hits the wall
		}
		
		hsp = 0;

	}

x = x + hsp; //adding 4 or -4 to current x coordinate


input_interact = keyboard_check_pressed(ord("E"));







#endregion


//vertical collision
#region
if (place_meeting(x, y+vsp, objectWall)){ //if player happens to be at this spot (x+hsp, y) 
								//would there be a collision between player and objectWall
		while(!place_meeting(x, y+sign(vsp), objectWall)){ //sign gives back if hsp is pos or neg, aka right or left
												//as long as there isnt a collision one pixel to the left we continue
			y = y + sign(vsp); //x is increased by 1 until it hits the wall
		}
		
		vsp = 0;

	}

y = y + vsp; //adding 4 or -4 to current x coordinate

#endregion

//ANIMATION


//FALLING ANIMATION
#region

if(!place_meeting(x, y+1, objectWall)){ //if its in the air/if theres no wall immediately below us

	sprite_index = spritePlayerJump;
	image_speed = 0; //how fast aniamtion happens
						//since we only want one image = image of jumping and then falling
						//TO FINISH CHECK PART 2 15:00
						
	if(sign(vsp) > 0) //if its +1 then its falling = use falling frame
		image_index = 1; //second frame. change if need
	else image_index = 0; //first frame
}
#endregion

//RUNNING ANIMATION

#region
else{
	
	if (global.double_jump_enabled == false) {
		canjump = 1;
	} else {
		canjump = 2;
	}
	
	if(sprite_index == spritePlayerJump){
		
		audio_sound_pitch(waterStep5DOUBLE, choose(0.8, 1.0, 1.2));
		audio_play_sound(waterStep5DOUBLE, 4, false);
		repeat(5){
		
			with(instance_create_layer(x, bbox_bottom, "pickups" , objectDust)){
				
				vsp = 0;
			
			}
		}
		
	}
	image_speed = 1;
	if(hsp == 0){ //standing still sprite
	
		sprite_index = spritePlayer;
	
	}
	else{
	
		sprite_index = spritePlayerR;
	
		
	}
	
	
}

if(hsp != 0) image_xscale = sign(hsp); //horizontal scaling of sprite. if its 1 its facing right
										//-1 is facing left

#endregion
//Open doors

if(input_interact){
	
	// dialogues with NPCs
	if(active_textbox == noone) {
		var inst = collision_rectangle(x - radius, y-radius, x+radius, y+radius, object_parent_NPC, false, false);
		if(inst != noone) {
			with(inst) {
				var tbox = create_textbox(text, speakers, character_turns, dialogue_index);
			}
			active_textbox = tbox;
			if (inst.dialogue_index < inst.max_dialogue_index) {
				inst.dialogue_index += 1;
			}
		}
	} else{
		if(!instance_exists(active_textbox)){
			active_textbox=noone;
		}
	}
	if(place_meeting(x,y,genesisRoomDoor)){    
        slideTransition(TRANS_MODE.GOTO, genesisRoom);
		hascontrol=true;
    }
	if(place_meeting(x,y,genesisInteriorDoor)){    
        slideTransition(TRANS_MODE.GOTO, rThreeNEW);
		hascontrol = true;
    }
}


/// @desc autosave


//overrride old save

if(file_exists(SAVEFILE)) file_delete(SAVEFILE);

//create new save

var file; 

file = file_text_open_write(SAVEFILE);
file_text_write_real(file, room);
file_text_close(file);


/// @desc footsteps

if(sprite_index == spritePlayerR){
	
	audio_play_sound(choose(waterStep1, waterStep2, waterStep3, waterStep4, waterStep6), 1, false);
	
	
}

hsp = 0; //horizontal speed. zero bc u dont want to be moving at the start of game
vsp = 0; //vertical speed
grv = 0.3; //gravity



portrait_index = 20; // the sprite offset of this character's face
voice = voice3;
name = "Genesis";
text = [[[
	"I'll tell you now you're not welcome here. There's a balance to closed systems and you will NOT ruin ours.", //1 - NPC
	"I didn't mean to come here! At least... not really",//0 - Player
	"I need to find my sister. I already spoke to the girl who hides her face about the matter.", // 0 - player
	"I will help you but I really believe there's not much I can do.",//1
	
	],[
	
	"I-......",//1
	"If your sister is lost then it is out of our hands.",//1
	"She HAS to be here. There's no other reason that she would tell me to come here.",//0
	"Perhaps she drowned?",//1
	"........",//0
	"I think we're done here.",//0
	"I.... did I say something wrong?", //1
	
	],[

	".......",//1

]],[[
	"I-......",//1
	"If your sister is lost then it is out of our hands.",//1
	"She HAS to be here. There's no other reason that she would tell me to come here.",//0
	"Perhaps she drowned?",//1
	"........",//0
	"I think we're done here.",//0
	"I.... did I say something wrong?", //1
	],[
	".......",//1
	]
]];
// 0 - Player
// 1 - NPC
// Need to specify which character will talk at each turn
character_turns=[[
	[1,0,0,1],
	[1,1,0,1,0,0,1],
	[1]
	],[
	[1,1,0,1,0,0,1],
	[1]
	]];
speakers = [id];

event_inherited();

image_speed = 1;

	
sprite_index = spriteGenesis;

hsp = 0; //horizontal speed. zero bc u dont want to be moving at the start of game
vsp = 0; //vertical speed
grv = 0.3; //gravity

portrait_index = 0;
voice = snd_voice1;
name = "Woman";
text = [[["This person has nothing to say."]]];
speakers = [[id]];

image_speed = 1;

hsp = 0; //horizontal speed. zero bc u dont want to be moving at the start of game
vsp = 0; //vertical speed
grv = 0.3; //gravity

portrait_index = 20; // the sprite offset of this character's face
voice = voice1;
name = "Hecate";
// Below arrays now have an additional layer to allow for items to change the tree, check global.metadialoguestep
text = [[[ 
	"My, my, you're an awful far way from home, huh?", //1 - NPC
	"I'm here for Genesis... Are you Genesis?",//0 - Player
	"HA! No! Thank the stars I'm not.",//1
	"What a miserable woman. What do you need to talk to her about, anyways?",//1
	"It's..... kind of a private matter....",//0
	"C'mon! Don't be stingy!!",//1
	"Ah......",//0
	],[ 
	"Hecate knows how to keep a secret! Besides, you're being rude!",//1
	"I guess half the town probably knows by now so what's the harm in one more...",//0
	"..........",//1
	"Hmm.... You know, I don't think I can help you!",//1
	"Sorry, haha!",//1
	],[ 
	"Wow, that's a pretty terrible situation to be in, though!",//1
	".... I know...",//0
	"You don't know ANYTHING?",//0
	"Sigh...... I'm bored.",//1
	"I mean, I might know something....",//1
	"Really?!", //0
	"Mhm! I lost something in the woods right before you get to the pond. It's just stressing me out that I can't remember anything else!",//1
	".... You want me to go fetch your lost crap for you?",//0
	
	],[
	
	"Looks like there's a brain up there! That's exactly what I'm saying.",//1
	"Fine..... What do you need me to get?",//0
	"Well, that's none of your business!!",//1
	"How am I supposed to know if I found it?!",//0
	"I don't want to talk to you anymore. Don't be annoying.",//1
	],[
	
	"GO. AWAY.",//1

]]];
// 0 - Player
// 1 - NPC
// Need to specify which character will talk at each turn
character_turns=[[
	[1,0,1,1,0,1,0],
	[1,0,1,1,1],
	[1,0,0,1,1,0,1,0],
	[1,0,1,0,1],
	[1]
	]];
speakers = [id];

event_inherited();

image_speed = 1;	
sprite_index = spriteHecate;

hsp = 0; //horizontal speed. zero bc u dont want to be moving at the start of game
vsp = 0; //vertical speed
grv = 0.3; //gravity



portrait_index = 20; // the sprite offset of this character's face
voice = voice2;
name = "Eden";
text = [[[
	"Well, you're a fresh face. Here, that's a rarity.", //1 - NPC
	"Welcome!" ,//1
	"I didn't entirely mean to come here.....",//0 - Player
	"Well in that case, I can help you out a little!",//1
	"From one new friend to another.", //1
	"I would really appreciate that.",//0
	
	],[
	
	"No offense but most people here aren't too friendly. They don't seem to like me being here.",//0
	"Eh, forget them! They're scrubs!",//1
	"My names Eden!",//1
	"I'm Lucinda.",//0
	"Nice to meet you, Lucinda. I usually sell wares to the people of this town, but I have a feeling you won't be staying long.",//1
	"....?",//1
	"A sister...? Hm. Well I don't know anyone named Cybil....",//1
	"But.... you might want to talk to Genesis. She runs this town.", //1
	"At least she tried to seem like she does.",//1
	"Hm. Genesis... Okay.", //0
	"Come back to me after you talk to her. She's never really that helpful anyways!",//1
	"Ha.",//1
	],[
	"Huh? You haven't left yet?",//1

]]];
// 0 - Player
// 1 - NPC
// Need to specify which character will talk at each turn
character_turns=[[
	[1,0,1,1,0],
	[0,1,1,0,1,1,1,1,1,0,1,1],
	[1]
	]];
speakers = [id];

event_inherited();

image_speed = 1;

	
sprite_index = spriteHecate;

hsp = 0; //horizontal speed. zero bc u dont want to be moving at the start of game
vsp = 0; //vertical speed
grv = 0.3; //gravity

portrait_index = 20; // the sprite offset of this character's face
voice = voice3;
name = "Golem Woman";
text = [[[
	"You.......", //1 - NPC
	"You shouldn't be here...." ,//1
	"...........",//1
	"If your sister came here, she is no longer with us.", //1
	"This person seems to have nothing to say.",//1

]]];
// 0 - Player
// 1 - NPC
// Need to specify which character will talk at each turn
character_turns=[[
	[1,1,1,1,1]
	]];
speakers = [id];

event_inherited();

image_speed = 1;

	
sprite_index = spriteGolem;

hsp = 0; //horizontal speed. zero bc u dont want to be moving at the start of game
vsp = 0; //vertical speed
grv = 0.3; //gravity


portrait_index = 20; // the sprite offset of this character's face
voice = voice2;
name = "Nix";
text = [[[
	"My names Nix. It's a pleasure to meet you.", //1 - NPC
	"Let me know if there's anything I can do to help",
	"A..... sister.....? I-... I'm sorry I don't know anything.",
	"Please don't ask me anymore.",
	
]]];
// 0 - Player
// 1 - NPC
// Need to specify which character will talk at each turn
character_turns=[[
	[1,1,1,1],
	]];
speakers = [id];

/// @description size variables and mode setup

w = display_get_gui_width();

h = display_get_gui_height();

h_half = h * 0.5;

enum TRANS_MODE{
	
	OFF,
	NEXT,
	GOTO,
	RESTART,
	INTRO
}
	
	mode = TRANS_MODE.INTRO;
	
	percent = 1; //if 1 then screen is completely black and 0 its completely at bottom of screen
	target = room; //next room is held here
	
/// @description progress the transition

if(mode != TRANS_MODE.OFF){
	if (mode == TRANS_MODE.INTRO){ //arrived in room and need to fade out
		
		// EASY ONE: percent = max(0, percent-0.05); approaching 0 by 0.05
		
		percent = max(0, percent - max((percent/10), 0.005)); //slowest it moves is .005 so its not infinte
		
	}
	else{
		
		percent = min(1, percent + max(((1-percent)/10), 0.005));
		
	}
	
	if(percent ==1) || (percent ==0){
		
		switch (mode){
			
			case TRANS_MODE.INTRO:
			{
				mode = TRANS_MODE.OFF;
				break;			
			}
			case TRANS_MODE.NEXT:
			{
				mode = TRANS_MODE.INTRO;
				room_goto_next();
				break;			
			}
			case TRANS_MODE.GOTO:
			{
				mode = TRANS_MODE.INTRO;
				room_goto(target);
				//change below
				objectPlayer.hascontrol = true
				break;			
			}
			case TRANS_MODE.RESTART:
			{
				game_restart();
				break;			
			}
			
			
		}
	
	}
	
	
}


// @desc draw black bars

if(mode != TRANS_MODE.OFF){
	
	draw_set_color(c_black);
	draw_rectangle(0, 0, w, percent*h_half, false);
	draw_rectangle(0, h, w, h-(percent*h_half), false);
	
}

slideTransition(TRANS_MODE.RESTART);

///@description set up camera 

cam = view_camera[0];

follow = objectPlayer;

view_w_half = camera_get_view_width(cam) * 0.5;

view_h_half = camera_get_view_height(cam) * 0.5; //to view middle of camera

xTo = xstart; //what were moving towards at any point in time
yTo = ystart;

///@description update camera


//object represents where the camera should be

//update destination
if(instance_exists(follow)){
	
	xTo = follow.x; //looks to see if theres an x coordinate and puts it into xTo
	yTo = follow.y;
	
	
}

//update object position

x+= (xTo - x) / 25; //difference between where we want to be (xTo) and where we currently are (x)
					//moves us 1/25th  of the distacne bewteen the current position between x and xTo
y+= (yTo - y) / 25;


x = clamp(x, view_w_half, room_width - view_w_half);
y = clamp(y, view_h_half, room_height - view_h_half);




//update camera view

camera_set_view_pos(cam, x - view_w_half, y - view_h_half)


//if(room!=rMenu){
	
//	layer_x("Background", x/2);
//	layer_y("Background", y-180);
	
//}

//ROOM 1

if(room!= rMenu) && (room != rEnding){

if(layer_exists("backwall")){

	layer_x("backwall", x / 4); //gonna move half the speed as the camera
	
	}

if(layer_exists("waterfalls")){

	layer_x("waterfalls", x / 2); //gonna move quarter the speed as the camera
	
	}



//ROOM 2


if(layer_exists("backwall_ruffle")){

	layer_x("backwall_ruffle", x / 2); //gonna move quarter the speed as the camera
	
	}
	
	if(layer_exists("Background")){
		layer_x("Background", x / 4);
		}
	
	
		if(layer_exists("left_dark")){
		layer_x("left_dark", x / 3);
		}
		
	if(layer_exists("right_dark")){
		layer_x("right_dark", x / 3);
		}
	
	
	
	
	


//ROOM 3

if(layer_exists("Background")){
	layer_x("Background", x / 4);
	}

if(layer_exists("bg1")){
	layer_x("bg1", x / 4); //gonna move half the speed as the camera
	}
	
	if(layer_exists("bg2")){
	layer_x("b2", x / 4); //gonna move half the speed as the camera
	}
	
	if(layer_exists("bg3")){
	layer_x("bg3", x / 4); //gonna move half the speed as the camera
	}
	
	if(layer_exists("bg4")){
	layer_x("bg4", x / 4); //gonna move half the speed as the camera
	}
	
	if(layer_exists("bg5")){
	layer_x("bg5", x / 4); //gonna move half the speed as the camera
	}
	
	if(layer_exists("bg6")){
	layer_x("bg6", x / 4); //gonna move half the speed as the camera
	}
	
	if(layer_exists("bg7")){
	layer_x("bg7", x / 4); //gonna move half the speed as the camera
	}
	
	if(layer_exists("bg8")){
	layer_x("bg8", x / 4); //gonna move half the speed as the camera
	}
	
	if(layer_exists("bg9")){
	layer_x("bg9", x / 4); //gonna move half the speed as the camera
	}
	if(layer_exists("bg10")){

	layer_x("bg10", x / 4); //gonna move half the speed as the camera
	}
	


if(layer_exists("jelly1")){
	layer_x("jelly1", x / 5);
	}

if(layer_exists("jelly2")){
	layer_x("jelly2", x / 5);
	}
	
	if(layer_exists("jelly3")){
	layer_x("jelly3", x / 5);
	}
	
	if(layer_exists("jelly4")){
	layer_x("jelly4", x / 5);
	}
	
	if(layer_exists("jelly5")){
	layer_x("jelly5", x / 5);
	}



}

///@description set up camera 


/*
var active = camera_get_active();
if active != view_camera[0]
{
	view_camera[0] = active;
}
*/

cam = view_camera[0];

//show_message(view_camera.length);

follow = objectPlayer;

//view_w_half = camera_get_view_width(cam) * 0.5;

//view_h_half = camera_get_view_height(cam) * 0.5; //to view middle of camera

xTo = xstart; //what were moving towards at any point in time
yTo = ystart;


view_w_half = 300
view_h_half = 240

camera_set_view_size(cam, view_w_half*2, view_h_half*2)


//@description update camera


//object represents where the camera should be

//update destination
if(instance_exists(follow)){
	
	xTo = follow.x; //looks to see if theres an x coordinate and puts it into xTo
	yTo = follow.y;
	
	
}

//update object position

x+= (xTo - x) / 25; //difference between where we want to be (xTo) and where we currently are (x)
					//moves us 1/25th  of the distacne bewteen the current position between x and xTo
y+= (yTo - y) / 25;


x = clamp(x, view_w_half, room_width - view_w_half);
y = clamp(y, view_h_half, room_height - view_h_half);




//update camera view

camera_set_view_pos(cam, x - view_w_half, y - view_h_half)


//if(room!=rMenu){
	
//	layer_x("Background", x/2);
//	layer_y("Background", y-180);
	
//}

if(room!= rMenu) && (room != rEnding){

if(layer_exists("backwall")){

	layer_x("backwall", x / 2); //gonna move half the speed as the camera
	
}
if(layer_exists("waterfalls")){

	layer_x("waterfalls", x / 4); //gonna move half the speed as the camera
	
}
}


/// @desc gui/vars/menu setup

#macro SAVEFILE "Save.sav"



gui_width = display_get_gui_width();
gui_height = display_get_gui_height();
gui_margin = 32;


menu_x = gui_width;//+200;
menu_y = gui_height - gui_margin;
menu_x_target = gui_width - gui_margin;
menu_speed = 25; //lower is faster
menu_font = fMenu;
menu_itemheight = font_get_size(fMenu);
menu_committed = -1;
menu_control = true;


menu[2] = "New Game";
menu[1] = "Continue";
menu[0] = "Goodbye";

menu_items = array_length_1d(menu);
menu_cursor = 2;

/// @desc control menu

//item ease in

menu_x +=(menu_x_target - menu_x) / menu_speed;


//keyboar controls


if(menu_control) {
	
	if(keyboard_check_pressed(vk_up)){
		
		menu_cursor++;
		if(menu_cursor >= menu_items){
			menu_cursor = 0;
		}
		audio_play_sound(singleNote, 6, false);
		
	}
	
	if(keyboard_check_pressed(vk_down)){
		
		menu_cursor--;
		if(menu_cursor < 0){
			menu_cursor = menu_items - 1;
		}
		audio_play_sound(singleNote, 6, false);
		
	}
	
	if(keyboard_check_pressed(vk_enter)){
	
		menu_x_target = gui_width+200;
		menu_committed = menu_cursor;
		menu_control = false;
		audio_play_sound(sparkle3, 10, false);
		
	}
	
	
}

if(menu_x > gui_width+150) && (menu_committed != -1){
	
		switch(menu_committed){
			// temporary, change below
			//case 2: slideTransition(TRANS_MODE.GOTO, Bar); break;
			case 2: slideTransition(TRANS_MODE.NEXT); break;
			case 1:{
				
				if(!file_exists(SAVEFILE)){
					
					slideTransition(TRANS_MODE.NEXT);
					
				}
				else{
					var file = file_text_open_read(SAVEFILE);	
					var target = file_text_read_real(file);
					file_text_close(file);
					slideTransition(TRANS_MODE.GOTO, target);
				}
				
				
			}
			break;
			case 0: game_end(); break;
			
		}
	
}

/// @desc draw menu

draw_set_font(fMenu);
draw_set_halign(fa_right);
draw_set_valign(fa_bottom);

for(var i = 0; i < menu_items; i++){
	
	var offset = 2;
	var txt = menu[i];
	
	if(menu_cursor == i){
		txt = string_insert("> ", txt, 0);
		var col = c_white;
	}
	else{
	
		var col = c_gray;
	
	}
	
	var xx = menu_x;
	var yy = menu_y - (menu_itemheight * (i*1.50));
	
	draw_set_color(c_black);
	draw_text(xx - offset, yy, txt);
	draw_text(xx + offset, yy, txt);
	draw_text(xx, yy - offset, txt);
	draw_text(xx, yy + offset, txt);
	
	draw_set_color(col);
	draw_text(xx, yy, txt);
	
	
	
}

draw_set_color(c_black);
draw_rectangle(gui_width, gui_height-200, gui_width+900, gui_height, false);

if (audio_is_playing(mWaterfall))
   {
		audio_sound_gain(mWaterfall, 0, 2500);
		audio_sound_gain(underwaterWail, 0, 2500);
   }


audio_play_sound(solemnbeach2, 7, true);
audio_play_sound(drips2, 7, true);
audio_play_sound(dripsLOUD2, 7, true);

if (audio_is_playing(solemnbeach))
   {
		audio_sound_gain(solemnbeach, 0, 2500);
		audio_sound_gain(dripsLOUD, 0, 2500);
		audio_sound_gain(drips, 0, 2500);
		
   }
  else if (audio_is_playing(templeofistus))
   {
		audio_sound_gain(templeofistus, 0, 2500);
   }


audio_play_sound(mWaterfall, 7, true);
audio_play_sound(underwaterWail, 7, true);

if (audio_is_playing(mWaterfall))
   {
		audio_sound_gain(mWaterfall, 0, 2500);
		audio_sound_gain(underwaterWail, 0, 2500);
   }
   
   audio_play_sound(templeofistus, 7, true);
   audio_play_sound(underwaterWail, 7, true);
   
/// @ desc 


spd = 0.25; //speed at which text is gonna come onto the screen = 1 chara every 4 frames (spd of 1 is 1 charactr every frame)
letters = 0; // how man ywe should be currently drawing to the screen
text = "Welcome, Lucinda\nShe's waiting for you";
length = string_length(text);
text_current = "";
w = 0;
h = 0;
border = 10;

///@desc progresstext

letters += spd;

text_current = string_copy(text, 1, floor(letters));

draw_set_font(fSign);

if(h == 0)h = string_height(text);	
	w = string_width(text_current);


//drestory

if(letters >=length) && (keyboard_check_pressed(vk_anykey)){
		instance_destroy();
		with (objectCamera) follow = objectPlayer;
}

///@desc


var halfw = w * 0.5;

//draw the box
draw_set_color(c_black);
draw_set_alpha(0.5);
draw_roundrect_ext(x-halfw-border, y-h-(border*2), x+halfw+border, y, 15, 15, false);

draw_sprite(sMarker, 0, x, y);
draw_set_alpha(1);


//draw text

DrawSetText(c_white,fSign,fa_center,fa_top);
draw_text(x, y - h - border, text_current);

// Allows one line setup of major text drawing vars.
// Requring all four prevents silly coders from forgetting one
// And therefore creating a dumb dependency on other event calls.
// (then wondering why their text changes later in development)

#macro RES_W 1024
#macro RES_H 768

display_set_gui_size(RES_W, RES_H);


global.game_width = display_get_gui_width();
global.game_height = display_get_height();

global.show_inventory = false;
global.inv_slots = 16;
global.ds_inventory = ds_grid_create(2, global.inv_slots);
global.double_jump_enabled = false;
global.character_lock = false;
//display_set_gui_size(global.game_width, global.game_height);


if(keyboard_check(vk_lshift)){

	window_set_fullscreen(!window_get_fullscreen()); //gets true or false if its full screen and does the opposite

}

scene_info = [
	[cutscene_move_obj, objectPlayer, 400, 0, 5]
];

create_cutscene(scene_info);


if(keyboard_check(vk_lshift)){

	window_set_fullscreen(!window_get_fullscreen()); //gets true or false if its full screen and does the opposite

}

//@desc move player towards the center

layer_x("TitleAssets", min(layer_get_x("TitleAssets")+1 , RES_W * 0.5 - 32));

//progress text

letters += spd;

text = string_copy(endtext[currentline], 1, floor(letters));

//next line
if(letters >= length) && (keyboard_check_pressed(vk_anykey)){
	
	if(currentline+1 == array_length_1d(endtext)){
		//layer_x("TitleAssets", min(layer_get_x("TitleAssets")+1 , RES_W * 0.5 - 32)); MOVE OFFSCREEN
		slideTransition(TRANS_MODE.RESTART); //go to title screen
	}
	else{
		currentline++;
		letters = 0;
		length = string_length(endtext[currentline]);
	}
	
}

draw_set_color(c_black);
draw_rectangle(0, 0, RES_W, 128, false);
draw_rectangle(0, RES_H-128, RES_W, RES_H, false);

DrawSetText(c_black, fSign, fa_center, fa_top);
draw_text(RES_W*0.5 + 2, RES_W*0.3 + 2, text);
draw_set_color(c_white);
draw_text(RES_W*0.5, RES_W*0.3, text);


audio_play_sound(dampCave, 7, true);

introtext[0] = "......"
//introtext[1] = "Your name is Lucinda.";
//introtext[2] = "You work as a barmaid for your father's tavern. \nYour sister, Cybil, is the adventurer.\nNot you."
//introtext[3] = "You recieved an urgent message from your \nsister to meet her at these coordinates at once. \nYou stood on a boat, directly on top of the coordinates.";
//introtext[4] = "You were floating in the middle of the ocean....";
//introtext[5] = "And there was nothing.";
//introtext[6] = ".....";
//introtext[7] = "In a fit of desperation and hope, you clambored over the side of the boat, \nignoring the screams from the captain.";
//introtext[8] = "....";
//introtext[9] = "The water is so cold.";
//introtext[10] = "You're currently sinking, in shock from the frigid water and your own stupidity.";
//introtext[11] = "Your clothes, heavy as lead, begin to slowly drag you under.";
//introtext[12] = "As your vision starts to cloud over, you think,\n\"Cybil would be so disappointed with me.\"";
//introtext[13] = "....";
//introtext[14] = "!?";
//introtext[15] = "You hit something. You attempt to turn around. \nAs you do, suddenly you're falling through open air.";
//introtext[16] = "You crash land in a pond.";
//introtext[17] = "Where are you?!";
//introtext[18] = ".....";
///introtext[19] = "Find out where you are.\nFind Cybil.";
//introtext[20] = ".....";
//introtext[21] = "Nothing else matters.";


spd = 0.5;
letters = 0;
currentline = 0;
length = string_length(introtext[currentline]);
text = "";

//progress text

letters += spd;

text = string_copy(introtext[currentline], 1, floor(letters));

//next line
if(letters >= length) && (keyboard_check_pressed(vk_anykey)){
	
	if(currentline+1 == array_length_1d(introtext)){
		audio_sound_gain(dampCave, 0, 2600);
		slideTransition(TRANS_MODE.NEXT);
	}
	else{
		currentline++;
		letters = 0;
		length = string_length(introtext[currentline]);
			if(currentline == 8){
				audio_play_sound(splash, 4, false);
			}
			else if(currentline == 10){
				audio_play_sound(softUnderwaterBabble, 5, false)
			}
			else if(currentline == 11){
				audio_play_sound(underwaterBabble, 6, false)
			}
			else if(currentline == 14){
				audio_play_sound(underwaterWail, 7, false)
			}
			else if(currentline == 16){
				audio_play_sound(splash2, 6, false)
			}
			
	}
	
}
	
draw_set_color(c_black);
draw_rectangle(0, 0, RES_W, 128, false);
draw_rectangle(0, RES_H-128, RES_W, RES_H, false);

DrawSetText(c_black, fSign, fa_center, fa_top);
draw_text(RES_W*0.5 + 2, RES_W*0.3 + 2, text);
draw_set_color(c_white);
draw_text(RES_W*0.5, RES_W*0.3, text);

box = spr_textbox;
frame = spr_portrait_frame;
portrait = spr_faces;
namebox = spr_namebox;

box_width = sprite_get_width(box);
box_height = sprite_get_height(box);
port_width = sprite_get_width(portrait);
port_height = sprite_get_height(portrait);
namebox_width = sprite_get_width(namebox);
namebox_height = sprite_get_height(namebox);



port_x = (global.game_width - box_width- port_width) * 0.5;
port_y = (global.game_height* .85) - port_height;
box_x = port_x + port_width
box_y = port_y;
namebox_x = port_x;
namebox_y = box_y - namebox_height;

x_buffer = 12;
y_buffer = 8;
text_x = box_x + x_buffer;
text_y = box_y + y_buffer;
name_text_x = namebox_x + (namebox_width/2);
name_text_y = namebox_y + (namebox_height/2);
text_max_width = box_width - (2 * x_buffer);


portrait_index = 0;
counter = 0;
pause = false;

//text

text[0] = "";
page = 0;

name = "name";
voice = voice1;

interact_key = ord("E");


text_col = c_black;
c = c_black;
font = fInvSmall;

global.character_lock = true;

draw_set_font(fInvSmall);
text_height = string_height("M");


if(keyboard_check_pressed(interact_key)){
	
	if(page < array_length_1d(text) - 1){
		page++;
		name = names[page];
		portrait_index = portraits[page];
		voice = voices[page];
		counter = 0;
	}
	else{
		instance_destroy();
		global.character_lock = false;
	}
}

//unpause

pause = false;

//draw box
draw_sprite(box, 0, box_x, box_y);

//draw portrait back
draw_sprite(frame, 0, port_x, port_y);

//draw portrait
draw_sprite(portrait, portrait_index, port_x, port_y);
//draw_sprite(spriteHecateFace, 0, port_x, port_y);

//draw portrait frame
draw_sprite(frame, 1, port_x, port_y);


//draw namebox
draw_sprite(namebox, 0, namebox_x, namebox_y);


//text
draw_set_font(font);

//draw name
draw_set_halign(fa_center);
draw_set_valign(fa_middle);
draw_text_color(name_text_x, name_text_y, name, c, c, c, c, 1);

draw_set_halign(fa_left);
draw_set_valign(fa_top);

//draw text

if(!pause and counter < string_length(text[page])){
	counter++;
	if(counter mod 4 == 0){
		audio_play_sound(voice, 10, false);
	}
	//switch(string_char_at(text, counter)){
	//	case ",": pause = true; alarm[1] = 15; break;
	//	case ".":
	//	case "!":
	//	case "?": pause = true; alarm[1] = 25; break;
		
	//}
}
var substr = string_copy(text[page], 1, counter);

draw_text_ext_color(text_x, text_y, substr, text_height, text_max_width, c, c, c, c, 1);


name = names[page];
voice = voices[page];
portrait_index = portraits[page];

counter = 0;

depth = -1;
scale = 2;

//globalvar show_inventory;
//global.show_inventory = false;

//globalvar inv_slots;
//inv_slots = 16;

//inv_slots = 16;
inv_slots_width = 8;
inv_slots_height = 2;

selected_slot = 0;
pickup_slot = -1;
m_slotx = 0;
m_sloty = 0;

x_buffer = 2;
y_buffer = 4;

gui_width = display_get_gui_width();
gui_height = display_get_gui_height();

cell_size = 32;
inv_UI_width = 288;
inv_UI_height = 192;

spr_ivn_UI = spr_inventory_UI;
spr_inv_items = spr_items;

spr_inv_items_collumn = sprite_get_width(spr_inv_items)/cell_size;
spr_inv_items_rows = sprite_get_height(spr_inv_items)/cell_size;

inv_UI_x = (gui_width * 0.5) - (inv_UI_width * 0.5 * scale);
inv_UI_y = (gui_height * 0.5) - (inv_UI_height * 0.5 * scale);

info_x = inv_UI_x + (40 * scale); 
info_y = inv_UI_y + (9 * scale); 

slots_x = inv_UI_x + (9 * scale);
slots_y = inv_UI_y + (40 * scale);


//player info

ds_player_info = ds_grid_create(2, 4);
ds_player_info[# 0, 3] = "Name";
ds_player_info[# 1, 3] = "Lucinda";


///inventory
//0 = item
//1 = number

//globalvar ds_inventory;
//ds_inventory = ds_grid_create(2, inv_slots);


//items

enum item{
	none		= 0,
	tomato		= 1,
	potato		= 2,
	carrot		= 3,
	artichoke	= 4,
	chili		= 5,
	gourd		= 6,
	corn		= 7,
	wood		= 8,
	stone		= 9,
	bucket		= 10,
	chair		= 11,
	picture		= 12,
	axe			= 13,
	otion		= 14,
	starfish	= 15,
	mushroom	= 16,
	bubblenecklace = 17,
	enimesword = 18,
	teabag = 19,
	oldphoto = 20,
	tinyjellyfish = 21
}

for (i=0; i<global.inv_slots; i++) {
	global.ds_inventory[# 0, 0] = item.none;
}
	

ds_grid_destroy(ds_player_info);

ds_grid_destroy(ds_inventory);

//if(keyboard_check_pressed(ord("I"))){
//	//show_message(global.show_inventory);
//	global.show_inventory = !global.show_inventory;
	
//}

if(!global.show_inventory){
	exit;
}
	
#region mouse slot
mousex = device_mouse_x_to_gui(0);
mousey = device_mouse_y_to_gui(0);

var cell_xbuff = (cell_size+x_buffer)*scale;
var cell_ybuff = (cell_size+y_buffer)*scale;

var i_mousex = mousex - slots_x;
var i_mousey = mousey - slots_y;

var nx = i_mousex div cell_xbuff;
var ny = i_mousey div cell_ybuff;

if(nx >= 0 and nx < inv_slots_width and ny >= 0 and ny < inv_slots_height ){
	var sx = i_mousex - (nx*cell_xbuff);
	var sy = i_mousey - (ny*cell_xbuff);
	
	if((sx< cell_size * scale)and (sy < cell_size*scale)){
		m_slotx = nx;
		m_sloty = ny;

}
}
//seelected slot to mouse position



selected_slot = min(global.inv_slots-1, m_slotx + (m_sloty * inv_slots_width));

#endregion

//pickup item

var inv_grid = global.ds_inventory;
var ss_item = inv_grid[# 0, selected_slot];

if(pickup_slot != -1){
	if(mouse_check_button_pressed(mb_left)){
			if(ss_item == item.none){
				inv_grid[# 0, selected_slot] = inv_grid[# 0 , pickup_slot];
				inv_grid[# 1, selected_slot] = inv_grid[# 1 , pickup_slot];
				
				inv_grid[# 0, pickup_slot] = item.none;
				inv_grid[# 1, pickup_slot] = 0;
				
				pickup_slot = -1;
			}
			else if(ss_item== inv_grid[# 0, pickup_slot]){
				if(selected_slot!= pickup_slot){
					
					inv_grid[# 1, selected_slot] += inv_grid[# 1 , pickup_slot];
					inv_grid[# 0, pickup_slot] = item.none;
					inv_grid[# 1, pickup_slot] = 0;
					
				}
				pickup_slot = -1;
			}
			else{
				
				var ss_item_num = inv_grid[# 1, selected_slot];
				inv_grid[# 0, selected_slot] = inv_grid[# 0 , pickup_slot];
				inv_grid[# 1, selected_slot] = inv_grid[# 1 , pickup_slot];
				
				inv_grid[# 0, pickup_slot] = ss_item;
				inv_grid[# 1, pickup_slot] = ss_item_num;
				
				//pickup_slot = -1;
			}
	}
	
}

else if(ss_item != item.none){
	if(mouse_check_button_pressed(mb_right)){
			pickup_slot = selected_slot;
	}


}


if(!global.show_inventory){
	exit;
}


///inv back
draw_sprite_part_ext(spr_ivn_UI, 0, cell_size, 0, inv_UI_width, inv_UI_height, inv_UI_x, inv_UI_y, scale, scale, c_white, 1);


var info_grid = ds_player_info;

draw_set_font(fInv);
var c = c_black;
draw_text_color(info_x, info_y, info_grid[# 0,3] + ": " + info_grid[# 1, 3], c, c, c, c, 1);



//inventory

var ii, ix, iy, xx, yy, sx, sy, iitem, inv_grid;
ii = 0; //current item index
ix = 0; //cell of inv
iy = 0; //cell of inv
inv_grid = global.ds_inventory;

repeat(global.inv_slots){
	//x, y location for slot
	xx = slots_x + ((cell_size+x_buffer)*ix*scale);
	yy = slots_y + ((cell_size+y_buffer)*iy*scale);
	
	//item
	iitem = inv_grid[# 0, ii];
	sx = (iitem mod spr_inv_items_collumn) * cell_size;
	sy = (iitem div spr_inv_items_collumn) * cell_size;
	
	//draw slot and item
	draw_sprite_part_ext(spr_ivn_UI, 0, 0, 0, cell_size, cell_size, xx, yy, scale, scale, c_white, 1);
	
	switch(ii){
		case selected_slot:
		
			if(iitem > 0){draw_sprite_part_ext(spr_inv_items, 0, sx, sy, cell_size, cell_size, xx, yy, scale, scale, c_white, 1);
	
		}
			gpu_set_blendmode(bm_add);
			draw_sprite_part_ext(spr_ivn_UI, 0, 0, 0, cell_size, cell_size, xx, yy, scale, scale, c_white, .3);
			gpu_set_blendmode(bm_normal);
			
			break;
			
		case pickup_slot:
			if(iitem > 0){draw_sprite_part_ext(spr_inv_items, 0, sx, sy, cell_size, cell_size, xx, yy, scale, scale, c_white, .2);
	
		}
			
		break;
		
		default:
		if(iitem > 0){draw_sprite_part_ext(spr_inv_items, 0, sx, sy, cell_size, cell_size, xx, yy, scale, scale, c_white, 1);
	
		}
	}
	
	//draw item number
	if(iitem > 0){
		var number = inv_grid[# 1, ii];
		draw_text_color(xx, yy, string(number), c, c, c, c, 1);
	}
	
	//increment
	ii+= 1;
	ix = ii mod inv_slots_width;
	iy = ii div inv_slots_width;
	
	
}

if(pickup_slot != -1){
	iitem = inv_grid[# 0, pickup_slot];
	sx = (iitem mod spr_inv_items_collumn) * cell_size;
	sy = (iitem div spr_inv_items_rows) * cell_size;
	draw_sprite_part_ext(spr_inv_items, 0, sx, sy, cell_size, cell_size, mousex, mousey, scale, scale, c_white, 1);

	var inum = inv_grid[# 1, pickup_slot];
	draw_text_color(mousex, mousey, string(inum), c, c, c, c, 1);
}

scene_info = -1;
scene = 0;

//scene_info = [
//	[cutscene_move_obj, 50, 0, true]
//];

x_dest = -1;
y_dest = -1;

global.character_lock = true;

global.character_lock = false;

current_scene = scene_info[scene];
var len = array_length_1d(current_scene);
var args = [];

for (i=1; i<len; i++) {
	args[i-1] = current_scene[i];
}

script_execute_alt(current_scene[0], current_scene[1], current_scene[2], current_scene[3], current_scene[4]);


/// @desc move to next room

with(objectPlayer){
	if(hascontrol){
		hascontrol = false;
		
		slideTransition(TRANS_MODE.GOTO, other.target);
		//objectPlayer.x = targetX;
		//objectPlayer.y = targetY;
		//targetX = objectPlayer.x;
		//targetY = objectPlayer.y;
		
	}
	
	
}

//pickup and put in inventory

// specify the item
scr_item_pickup(item_index)

instance_destroy();

//@desc float


y = ystart + sin(get_timer()/500000)*5;

image_speed = random_range(0.5, 1);
image_index = random_range(0, 6);

hsp = random_range(-2, 2);
vsp = random_range(-2, 2);

image_yscale = choose(1, -1);
image_xscale = choose(1, -1);

x+=hsp;
y+=vsp;

hsp *= 0.9;
vsp *= 0.9;

instance_destroy();

/// @desc slideTransition(mode, targetroom)
/// @arg Mode sets trasntion mode between next, restart, and goto.
// @arg Target sets target room when using goto mode

with(objectTransition){
	mode = argument[0];	
	
	if(argument_count  > 1) 
		target = argument[1];
	
	
	
}


/// @desc DrawSetText(colour,font,halign,valign)
/// @arg colour
/// @arg font
/// @arg halign
/// @arg valign

// Allows one line setup of major text drawing vars.
// Requring all four prevents silly coders from forgetting one
// And therefore creating a dumb dependency on other event calls.
// (then wondering why their text changes later in development)

draw_set_color(argument0);
draw_set_font(argument1);
draw_set_halign(argument2);
draw_set_valign(argument3);

////@desc create_textbox

//@arg text
//@arg speakers

var tbox = instance_create_layer(0, 0, "text", obj_textbox);

with(tbox){
	d_index = argument[3];
	text = argument[0];
	text = text[global.metadialoguestep]
	text = text[d_index];
	speakers = argument[1];
	character_turns = argument[2];
	character_turns = character_turns[global.metadialoguestep]
	character_turns = character_turns[d_index];
	
	var len = array_length_1d(text);
	var i = 0; 
	
	repeat(len){
		if (character_turns[i] == 0) {
		    // Player's turn
			names[i] = objectPlayer.name;
			portraits[i] = 39;
			voices[i] = voice1;
		}
		else {
		    // other character's turn
			names[i] = speakers[0].name;
			portraits[i] = speakers[0].portrait_index;
			voices[i] = speakers[0].voice;
		}
		i++;
	}
	event_perform(ev_other, ev_user1);
}

return tbox;

tinyjellyfish) {
	text = [[["“Oh, they’re so cute…..” “!?” They float down and cling to your ankles."]]];
	global.double_jump_enabled = true;
	speakers = [];
	character_turns = [[[0]]];
	dialogue_index = 0;
	var tbox = create_textbox(text, speakers, character_turns, dialogue_index);
}

if (argument0 == item.bubblenecklace){
	text = [[[],["You look closer and realize the ‘pearl’ is actually a tiny bubble. You can’t pop it somehow. For a moment the bubble grows and covers your nose and mouth and then shrinks back to size. Weird."]]];
	speakers = [];
	character_turns = [[[],[0]]];
	dialogue_index = 0;
	var tbox = create_textbox(text, speakers, character_turns, dialogue_index);
	global.metadialoguestep = 1
}
if (argument0 == item.teabag){
	global.metadialoguestep = 2
}
if (argument0 == item.oldphoto){
	global.metadialoguestep = 3
}
if (argument0 == item.enimesword){
	global.metadialoguestep = 4
}
for (i=0; i<global.inv_slots; i++) {
	if (global.ds_inventory[# 0, i] == item.none) {
		global.ds_inventory[# 0, i] = argument0;
		global.ds_inventory[# 1, i] = i+1;
		return (1);
	}
}


///@description script_execute_alt
///@arg script_id
///@arg arg_array

script_execute(argument0, argument1, argument2, argument3, argument4);

///@description move_obj
///@arg obj_id
///@arg x
///@arg y
///@arg spd

var obj = argument0, spd = argument3;

if (x_dest == -1) {
	x_dest = obj.x + argument1;
	y_dest = obj.y + argument2;
}

var xx = x_dest;
var yy = y_dest;

with(obj) {
	if (point_distance(x, y, xx, yy) >= spd) {
		var dir = point_direction(x, y, xx, yy);
		var ldirx = lengthdir_x(spd, dir);
		var ldiry = lengthdir_y(spd, dir);
		
		x += ldirx;
		y += ldiry;
	} else {
		x = xx;
		y = yy;
		
		with(other) {
			x_dest = -1;
			y_dest = -1;
			cutscene_end_action();
		}
	}
}
	


if (scene+1 >= array_length_1d(scene_info)) {
	instance_destroy();
} else {
	scene++;
}

///@description cutscene_play_sound
///@arg sound_id
///@arg priority
///@arg loops

audio_play_sound(argument0, argument1, argument2);

cutscene_end_action();

///@description cutscene_instance_create
///@arg x
///@arg y
///@arg layer_id
///@arg obj_id

var inst = instance_create_layer(argument0, argument1, argument2, argument3);

cutscene_end_action();

return inst;

///@description cutscene_instance_destroy
///@arg x
///@arg y
///@arg obj_id

var inst = instance_nearest(argument0, argument1, argument2);

with(inst) {
	instance_destroy();
}

cutscene_end_action();

///@description cutscene_change_xscale
///@arg obj_id
///@arg image_xscale*

if (argument_count > 1) {
	with(argument0) {
		image_xscale = argument1;
	}
} else {
	with(argument0) {
		image_xscale = -image_xscale;
	}
}

cutscene_end_action();

var inst = instance_create_layer(0, 0, "instances", obj_cutscene);
with(inst) {
	scene_info = argument0;
}

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