1 |
if (move == false) |
2 |
{ |
3 |
if (distance_counter < distance_counter_max) |
4 |
{ |
5 |
x += lengthdir_x(move_speed_create, angle) |
6 |
y += lengthdir_y(move_speed_create, angle) |
7 |
distance_counter += 1 |
8 |
} |
9 |
} |
10 |
else if (move == true) |
11 |
{ |
12 |
if (no_loop == false) |
13 |
{ |
14 |
angle = point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y) |
15 |
no_loop = true |
16 |
} |
17 |
x += lengthdir_x(move_speed_attack, angle) |
18 |
y += lengthdir_y(move_speed_attack, angle) |
19 |
if (move_speed_attack < move_speed_attack_max) |
20 |
{ |
21 |
move_speed_attack += move_speed_attack_increase |
22 |
if (move_speed_attack > move_speed_attack_max) |
23 |
move_speed_attack = move_speed_attack_max |
24 |
} |
25 |
} |
26 |
if (bbox_right < 0 || bbox_left > room_width || bbox_bottom < 0 || bbox_top > room_height) |
27 |
instance_destroy() |