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PLAYER OBJECT

initialize variables
jumpspeed_normal = 7;
jumpspeed_powerup = 10;
jumpspeed = jumpspeed_normal

POWERUP
affect other objects from the event of other objects
with (obj_player)
{

jumpspeed = jumpspeed_powerup
sprite_index = spr_player_b;
alarm [0] = 300;

SET UP UNDER ALARM


alarm 0
jumpspeed = jumpspeed_normal;
sprite_index = spr_player

cloneCell = instance_create(x,y,Player1);

STATE MACHNES

enum states
{

clone, normal
}

states.normal= 1
states.ladder = 2

PLAYER
create
state = states.normal
STEP
//will run other states instead
switch (state)
{
case states.normal: scr_player_normal (); break;
case states.ladder: scr_player_ladder (); break;
}

make a script for different states

if (place_meeting (x,y,obj_ladder) && (key_up) || (key_down))


{
hsp = 0;

vsp = 0;
state= states.ladder;
}

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