1 |
game_maker_cannot_do_math = power((time_elapsed_radius / (time_max_radius / 2 * (1 / sqrt(max_rise_radius))) - sqrt(max_rise_radius)), 2) |
2 |
radius_increase = sign_modifier_radius * (max_rise_radius - round(game_maker_cannot_do_math)) |
3 |
time_elapsed_radius += time_increase_radius |
4 |
if (time_elapsed_radius >= time_max_radius) |
5 |
{ |
6 |
time_elapsed_radius = 0 |
7 |
sign_modifier_radius = (-sign_modifier_radius) |
8 |
} |
9 |
frotate_angle_diff = 0 |
10 |
for (i = 0; i < fcreate_count; i += 1) |
11 |
{ |
12 |
frotate_angle_use = frotate_angle_diff + feather_angle_master |
13 |
if (frotate_angle_use < 0) |
14 |
frotate_angle_use += 360 |
15 |
else if (frotate_angle_use >= 360) |
16 |
frotate_angle_use -= 360 |
17 |
frotate_x = x_center + (feather_angle_radius + radius_increase) * cos(degtorad(frotate_angle_use)) |
18 |
frotate_y = y_center - (feather_angle_radius + radius_increase) * sin(degtorad(frotate_angle_use)) |
19 |
frotate_angle = frotate_angle_use + 90 |
20 |
if instance_exists(id_feather[i]) |
21 |
{ |
22 |
with (id_feather[i]) |
23 |
{ |
24 |
if (state == 0) |
25 |
event_user(0) |
26 |
} |
27 |
} |
28 |
frotate_angle_diff -= fcreate_decrease |
29 |
if (frotate_angle_diff < 0) |
30 |
frotate_angle_diff += 360 |
31 |
} |
32 |
feather_angle_master += feather_angle_speed |
33 |
if (feather_angle_master >= 360) |
34 |
feather_angle_master -= 360 |
35 |
if (feather_launch_no_loop == false) |
36 |
{ |
37 |
var can_feather_launch = true |
38 |
if (obj_battle_enemy_attack_martlet_feather_circle_feather.image_alpha < 1) |
39 |
can_feather_launch = false |
40 |
if (can_feather_launch == true) |
41 |
{ |
42 |
alarm[0] = 60alarm[0]with (id_feather[rnumber_order[feather_launch_counter]])
event_user(1)
feather_launch_counter += 1
if (feather_launch_counter < fcreate_count)
alarm[0] = feather_launch_alarm |
43 |
feather_launch_no_loop = true |
44 |
} |
45 |
} |