1 |
x_offset = 22 * (cos(degtorad(obj_battle_enemy_attack_frostermit_pincher_right_1.image_angle + 34))) |
2 |
y_offset = 22 * (sin(degtorad(obj_battle_enemy_attack_frostermit_pincher_right_1.image_angle + 34))) |
3 |
x = obj_battle_enemy_attack_frostermit_pincher_right_1.x + x_offset |
4 |
y = obj_battle_enemy_attack_frostermit_pincher_right_1.y - y_offset |
5 |
var state = obj_battle_enemy_attack_frostermit_pincher_right_1.state |
6 |
if (state == "normal") |
7 |
image_angle = (point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y)) + 10 |
8 |
else if (state == "detract") |
9 |
no_loop_r = false |
10 |
else if (state == "retract") |
11 |
{ |
12 |
if (no_loop_r == false) |
13 |
{ |
14 |
base_angle_diff = abs(obj_battle_enemy_attack_frostermit_pincher_right_1.image_angle_d_location - obj_battle_enemy_attack_frostermit_pincher_right_1.image_angle_r_location) |
15 |
image_angle_r = image_angle |
16 |
no_loop_r = true |
17 |
} |
18 |
var image_angle_r_location = (point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y)) + 10 |
19 |
var base_angle_r = obj_battle_enemy_attack_frostermit_pincher_right_1.image_angle_r |
20 |
var base_angle_r_location = obj_battle_enemy_attack_frostermit_pincher_right_1.image_angle_r_location |
21 |
var base_dividend = 1 - (abs((base_angle_r_location - base_angle_r) / base_angle_diff)) |
22 |
image_angle = image_angle_r + (image_angle_r_location - image_angle_r) * base_dividend |
23 |
} |
24 |
image_alpha = obj_battle_enemy_attack_frostermit_pincher_right_1.image_alpha |