1 |
var enemy_low_hp = global.enemy_low_hp |
2 |
var enemy_dead = global.enemy_dead |
3 |
var enemy_spared = global.enemy_spared |
4 |
var enemy_mode = global.enemy_mode |
5 |
if (enemy_dead == false && enemy_spared == false) |
6 |
image_alpha = global.image_alpha_enemy_attacking |
7 |
if (enemy_dead == true) |
8 |
{ |
9 |
x = starting_point_x |
10 |
y = starting_point_y |
11 |
image_xscale = starting_point_xscale |
12 |
image_yscale = starting_point_yscale |
13 |
instance_create(starting_point_x, starting_point_y, obj_frostermit_dead) |
14 |
instance_destroy() |
15 |
return; |
16 |
} |
17 |
else if (enemy_spared == true) |
18 |
{ |
19 |
sprite_index = spr_frostermit_spared |
20 |
x = starting_point_x |
21 |
y = starting_point_y |
22 |
image_alpha = 0.5 |
23 |
if (no_loop_create_clouds == false) |
24 |
{ |
25 |
for (i = 0; i <= 11; i += 1) |
26 |
instance_create((x + 6), y, obj_spare_cloud) |
27 |
} |
28 |
no_loop_create_clouds = true |
29 |
} |
30 |
if (damage_disjoint_count > 0) |
31 |
damage_disjoint_count -= 1 |
32 |
else if (enemy_dead == false && enemy_spared == false) |
33 |
{ |
34 |
if (getting_out == false) |
35 |
{ |
36 |
if (enemy_low_hp == true && global.current_hp_enemy < global.max_hp_enemy) |
37 |
{ |
38 |
if (enemy_mode == 0) |
39 |
sprite_index = spr_frostermit_body_critical |
40 |
else if (enemy_mode == 1) |
41 |
sprite_index = spr_frostermit_body_critical_crab |
42 |
} |
43 |
else if (enemy_mode == 0) |
44 |
sprite_index = spr_frostermit_body |
45 |
else if (enemy_mode == 1) |
46 |
sprite_index = spr_frostermit_body_crab |
47 |
} |
48 |
} |
49 |
if (instance_exists(obj_text_damage_count) && global.fight_number == 1 && no_loop_damage_disjoint_count == false) |
50 |
{ |
51 |
time_elapsed_head = 0 |
52 |
sign_modifier_head = 1 |
53 |
claw_right_angle = claw_right_angle_default |
54 |
claw_left_angle = claw_left_angle_default |
55 |
time_elapsed = 0 |
56 |
sign_modifier = -1 |
57 |
damage_disjoint_count = 12 |
58 |
no_loop_damage_disjoint_count = true |
59 |
audio_play_sound(enemy_hurt_noise, 1, 0, 1, 0, enemy_hurt_pitch) |
60 |
} |
61 |
else if (!instance_exists(obj_text_damage_count)) |
62 |
no_loop_damage_disjoint_count = false |
63 |
if (damage_disjoint_count == 12) |
64 |
damage_disjoint_x = -50 |
65 |
else if (damage_disjoint_count == 10) |
66 |
damage_disjoint_x = 50 |
67 |
else if (damage_disjoint_count == 8) |
68 |
damage_disjoint_x = -20 |
69 |
else if (damage_disjoint_count == 6) |
70 |
damage_disjoint_x = 20 |
71 |
else if (damage_disjoint_count == 4) |
72 |
damage_disjoint_x = -10 |
73 |
else if (damage_disjoint_count == 2) |
74 |
damage_disjoint_x = 10 |
75 |
else if (damage_disjoint_count == 0) |
76 |
damage_disjoint_x = 0 |
77 |
if (damage_disjoint_count > 0 || global.current_hp_enemy <= 0) |
78 |
{ |
79 |
if (getting_out == false) |
80 |
{ |
81 |
if (enemy_mode == 0) |
82 |
{ |
83 |
if (enemy_low_hp == true && global.current_hp_enemy < global.max_hp_enemy) |
84 |
sprite_index = spr_frostermit_body_critical |
85 |
else |
86 |
sprite_index = spr_frostermit_body |
87 |
} |
88 |
else if (enemy_mode == 1) |
89 |
sprite_index = spr_frostermit_dead |
90 |
} |
91 |
} |
92 |
x = draw_position_x + damage_disjoint_x |
93 |
y = draw_position_y + damage_disjoint_y |
94 |
image_xscale = starting_point_xscale |
95 |
image_yscale = starting_point_yscale |
96 |
if ((!((instance_exists(obj_text_damage_count) && global.fight_number == 1))) && enemy_dead == false && enemy_spared == false) |
97 |
{ |
98 |
if (enemy_mode == 1 && getting_out == false) |
99 |
{ |
100 |
game_maker_cannot_do_math = power((time_elapsed_head / (time_max_head / 2 * (1 / sqrt(max_rise_head))) - sqrt(max_rise_head)), 2) |
101 |
animation_disjoint_y = sign_modifier_head * (max_rise_head - round(game_maker_cannot_do_math)) |
102 |
time_elapsed_head += time_increase_head |
103 |
if (time_elapsed_head >= time_max_head) |
104 |
{ |
105 |
time_elapsed_head = 0 |
106 |
sign_modifier_head = (-sign_modifier_head) |
107 |
} |
108 |
head_displacement_y = y + animation_disjoint_y |
109 |
claw_angle_increase = 0 |
110 |
claw_radius = 3 |
111 |
claw_speed = 24 |
112 |
if (enemy_low_hp == false) |
113 |
claw_right_x = obj_frostermit_body_a.x + claw_radius * (cos((claw_right_angle + claw_angle_increase) * claw_right_angle_direction * 0.008726646259971648)) |
114 |
else |
115 |
claw_right_x = obj_frostermit_body_a.x |
116 |
claw_right_y = obj_frostermit_body_a.y - claw_radius * (sin((claw_right_angle + claw_angle_increase) * claw_right_angle_direction * 0.008726646259971648)) |
117 |
if (enemy_low_hp == false) |
118 |
claw_left_x = obj_frostermit_body_a.x + claw_radius * (cos((claw_left_angle + claw_angle_increase) * claw_left_angle_direction * 0.008726646259971648)) |
119 |
else |
120 |
claw_left_x = obj_frostermit_body_a.x |
121 |
claw_left_y = obj_frostermit_body_a.y - claw_radius * (sin((claw_left_angle + claw_angle_increase) * claw_left_angle_direction * 0.008726646259971648)) |
122 |
claw_angle_increase += claw_speed |
123 |
claw_right_angle += claw_speed |
124 |
claw_left_angle += claw_speed |
125 |
game_maker_cannot_do_math = power((time_elapsed / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2) |
126 |
animation_disjoint_y = sign_modifier * (max_rise - round(game_maker_cannot_do_math)) |
127 |
time_elapsed += time_increase |
128 |
if (time_elapsed >= time_max) |
129 |
time_elapsed = 0 |
130 |
var y_val = draw_position_y + animation_disjoint_y |
131 |
var y_store = y_val |
132 |
var time_elapsed_1 = time_elapsed - 4 |
133 |
if (time_elapsed_1 < 0) |
134 |
time_elapsed_1 += time_max |
135 |
game_maker_cannot_do_math = power((time_elapsed_1 / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2) |
136 |
animation_disjoint_y = sign_modifier * (max_rise - game_maker_cannot_do_math) |
137 |
y_val = draw_position_y + animation_disjoint_y |
138 |
leg_1_displacement_y = y_val |
139 |
y_val = y_store |
140 |
var time_elapsed_2 = time_elapsed - 8 |
141 |
if (time_elapsed_2 < 0) |
142 |
time_elapsed_2 += time_max |
143 |
game_maker_cannot_do_math = power((time_elapsed_2 / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2) |
144 |
animation_disjoint_y = sign_modifier * (max_rise - game_maker_cannot_do_math) |
145 |
y_val = draw_position_y + animation_disjoint_y |
146 |
leg_2_displacement_y = y_val |
147 |
y_val = y_store |
148 |
var time_elapsed_3 = time_elapsed - 12 |
149 |
if (time_elapsed_3 < 0) |
150 |
time_elapsed_3 += time_max |
151 |
game_maker_cannot_do_math = power((time_elapsed_3 / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2) |
152 |
animation_disjoint_y = sign_modifier * (max_rise - game_maker_cannot_do_math) |
153 |
y_val = draw_position_y + animation_disjoint_y |
154 |
leg_3_displacement_y = y_val |
155 |
var position_var = draw_position_y + damage_disjoint_y |
156 |
y = head_displacement_y - (head_displacement_y - position_var) / 3 |
157 |
var time_elapsed_head_new = time_elapsed_head - 4 |
158 |
if (time_elapsed_head_new < 0) |
159 |
{ |
160 |
time_elapsed_head_new += time_max_head |
161 |
sign_modifier_head_new = (-sign_modifier_head) |
162 |
} |
163 |
else |
164 |
sign_modifier_head_new = sign_modifier_head |
165 |
game_maker_cannot_do_math = power((time_elapsed_head_new / (time_max_head / 2 * (1 / sqrt(max_rise_head))) - sqrt(max_rise_head)), 2) |
166 |
animation_disjoint_y = sign_modifier_head_new * (max_rise_head - game_maker_cannot_do_math) |
167 |
head_new_displacement_y = draw_position_y + animation_disjoint_y |
168 |
} |
169 |
animating = true |
170 |
} |
171 |
else |
172 |
animating = false |