1 |
if (!instance_exists(obj_pl)) |
2 |
return; |
3 |
if (state == "idle") |
4 |
{ |
5 |
if (sprite_index != spr_axis_down) |
6 |
{ |
7 |
sprite_index = spr_axis_down |
8 |
image_speed = 0.2 |
9 |
image_index = 0 |
10 |
} |
11 |
} |
12 |
if (state == "throw") |
13 |
{ |
14 |
if (global.cutscene == true) |
15 |
{ |
16 |
state = "idle" |
17 |
image_speed = 0 |
18 |
return; |
19 |
} |
20 |
if (sprite_index != spr_steamworks_axis_throw) |
21 |
{ |
22 |
sprite_index = spr_steamworks_axis_throw |
23 |
image_speed = 1 |
24 |
image_index = 0 |
25 |
} |
26 |
else if (image_index >= 6 && ball_spawn_noloop == false) |
27 |
{ |
28 |
ball_spawn_noloop = true |
29 |
instance_create_depth(x, (y - 16), -240, obj_steamworks_22_energy_ball) |
30 |
} |
31 |
else if (image_index >= (image_number - 1)) |
32 |
{ |
33 |
state = "idle" |
34 |
image_speed = 0 |
35 |
ball_spawn_noloop = false |
36 |
alarm[0] = throw_intervalalarm[0]if (obj_pl.x > 1860)
{
state = "idle"
image_speed = 0
ball_spawn_noloop = false
alarm[0] = throw_interval
}
else
state = "throw" |
37 |
} |
38 |
} |
39 |
if (abs(x - obj_pl.x) > 15) |
40 |
x = lerp(x, clamp(obj_pl.x, 0, 1860), 0.1) |
41 |
player_x_last = obj_pl.x |
42 |
if (x < 470 && instance_exists(obj_player_npc)) |
43 |
instance_destroy() |