| 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] = 60; |
| 43 |
feather_launch_no_loop = true; |
| 44 |
} |
| 45 |
} |