Hola, estoy creando mi primer juego, ya casi esta listo, ecepto por un problemilla con los GIFS animados, cuando inicio el juego, el Gif corre (se reproduce) normalmente, pero cuando presiono la tecla para moverse, solo sale la primera imagen del Gif y cuando suelto la tecla sigue corriendo el Gif normalmente... :-X :-X
Alguno sabe para que esto se haga alrevez, digamos, que al presionar la tecla, el gif corra y al soltarla, solo aparesca la primera imagen del gif, por favor, ayuda...
Gracias! ;) ;)
Expl?canos que c?digo has usado, sino ser? imposible ayudarte.
Este es el codigo del objeto principal:
CitarInformation about object: obj_character
Sprite: spr_right
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
set variable ammo to 0
Step Event:
COMMENT: Check whether in the air
if relative position (0,1) is collision free for Only solid objects
set the gravity to 0.5 in direction 270
else
set the gravity to 0 in direction 270
COMMENT: Limit the vertical speed
if vspeed is larger than 12
set variable vspeed to 12
COMMENT: Check whether on a ladder
if at relative position (0,0) there is object obj_ladder
set the gravity to 0 in direction 270
set variable vspeed to 0
set the sprite to spr_climbing with subimage 0 and speed 1
Collision Event with object obj_block:
move in direction direction at most 12 till a contact with solid objects
set the vertical speed to 0
Collision Event with object obj_monster:
if expression vspeed > 0 && y < other.y+8 is true
COMMENT: Destroy the monster
play sound snd_killmonser; looping: false
set the score relative to 50
for other object: start moving in directions 000010000 with speed set to 0
for other object: change the instance into object obj_monster_dead, yes performing events
else
COMMENT: Destroy the character
play sound snd_killcharacter; looping: false
sleep 1000 milliseconds; redrawing the screen: true
set the number of lives relative to -1
restart the current room with transition effect <no effect>
Collision Event with object obj_flyer:
play sound snd_killcharacter; looping: false
sleep 1000 milliseconds; redrawing the screen: true
set the number of lives relative to -1
restart the current room with transition effect <no effect>
Collision Event with object obj_mushroom:
play sound snd_getmushroom; looping: false
set the score relative to 1
for other object: destroy the instance
Collision Event with object obj_levelexit:
play sound snd_finishlevel; looping: false
sleep 1000 milliseconds; redrawing the screen: true
if next room exists
go to next room with transition effect <no effect>
else
show the highscore table
background: back_sky
show the border
new color: 255, other color: 0
Font: Arial,12,0,1,0,0,0
restart the game
Collision Event with object obj_death:
play sound snd_killcharacter; looping: false
sleep 1000 milliseconds; redrawing the screen: true
set the number of lives relative to -1
restart the current room with transition effect <no effect>
Collision Event with object obj_ammunition:
set variable ammo relative to 10
for other object: destroy the instance
Collision Event with object obj_bonus:
play sound snd_finishlevel; looping: false
set the number of lives relative to 1
for other object: destroy the instance
Keyboard Event for <Left> Key:
set the sprite to spr_left with subimage 0 and speed 1
if relative position (-4,0) is collision free for Only solid objects
jump relative to position (-4,0)
else
if relative position (-4,-8) is collision free for Only solid objects
jump relative to position (-4,-8)
move in direction 270 at most 8 till a contact with solid objects
Keyboard Event for <Up> Key:
if at relative position (0,0) there is object obj_ladder
if relative position (0,-3) is collision free for Only solid objects
jump relative to position (0,-3)
else
if relative position (0,1) gives a collision with Only solid objects
set the vertical speed to -10
Keyboard Event for <Right> Key:
set the sprite to spr_right with subimage 0 and speed 1
if relative position (4,0) is collision free for Only solid objects
jump relative to position (4,0)
else
if relative position (4,-8) is collision free for Only solid objects
jump relative to position (4,-8)
move in direction 270 at most 8 till a contact with solid objects
Keyboard Event for <Down> Key:
if at relative position (0,0) there is object obj_ladder
if relative position (0,3) is collision free for Only solid objects
jump relative to position (0,3)
Other Event: Outside Room:
if y is larger than room_height
play sound snd_killcharacter; looping: false
sleep 1000 milliseconds; redrawing the screen: true
restart the current room with transition effect <no effect>
Key Press Event for <Space> Key:
if ammo is larger than 0
if sprite_index is equal to spr_left
create instance of object obj_bullet at relative position (0,0) with speed 12 in direction 180
if sprite_index is equal to spr_right
create instance of object obj_bullet at relative position (0,0) with speed 12 in direction 0
set variable ammo relative to -1
prueva cambiando los eventos de "mantener tecla apretada" a las eventos de "presionar tecla"