1 |
game_maker_cannot_do_math = power((time_elapsed / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2) |
2 |
animation_disjoint_x = sign_modifier * (max_rise - round(game_maker_cannot_do_math)) |
3 |
time_elapsed += time_increase |
4 |
if (time_elapsed >= time_max) |
5 |
{ |
6 |
time_elapsed = 0 |
7 |
sign_modifier = (-sign_modifier) |
8 |
} |
9 |
x_point = starting_position_x + animation_disjoint_x |
10 |
animation_disjoint_y += fall_speed |
11 |
y_point = round(starting_position_y + animation_disjoint_y) |
12 |
position_factor = (x_point - starting_position_x) / max_rise |
13 |
angle_pos = angle_pos_default + angle_pos_max * position_factor |
14 |
x = x_point + angle_radius * (cos(angle_pos * 0.008726646259971648)) |
15 |
y = y_point - angle_radius * (sin(angle_pos * 0.008726646259971648)) |
16 |
image_angle += (angle_increase * position_factor) |
17 |
if (bbox_top > __view_get((3 << 0), 0)) |
18 |
instance_destroy() |