1 |
dj_suit_x += dj_speed_x; |
2 |
while (dj_suit_x >= max_dj_suit_x) |
3 |
dj_suit_x -= max_dj_suit_x; |
4 |
for (i = 0; i <= 1; i++) |
5 |
{ |
6 |
if (can_spin[i] == true) |
7 |
{ |
8 |
time_elapsed[i] += time_increase[i]; |
9 |
if (time_elapsed[i] >= (time_max[i] / 2)) |
10 |
{ |
11 |
time_elapsed[i] = 0; |
12 |
angle[i] = 0; |
13 |
suit[i][0] = suit[i][1]; |
14 |
can_spin[i] = false; |
15 |
} |
16 |
else |
17 |
{ |
18 |
game_maker_cannot_do_math = power((time_elapsed[i] / ((time_max[i] / 2) * (1 / sqrt(max_rise[i])))) - sqrt(max_rise[i]), 2); |
19 |
animation_disjoint_angle = sign_modifier[i] * (max_rise[i] - floor(0.5 + game_maker_cannot_do_math)); |
20 |
angle[i] = animation_disjoint_angle; |
21 |
} |
22 |
} |
23 |
} |
24 |
for (i = 0; i <= 1; i++) |
25 |
{ |
26 |
xscale[i] = cos(degtorad(angle[i])); |
27 |
if (xscale[i] < 0) |
28 |
side[i] = 1; |
29 |
else |
30 |
side[i] = 0; |
31 |
xscale[i] = abs(xscale[i]); |
32 |
if (suit[i][side[i]] == "Club") |
33 |
{ |
34 |
sprite_card[i] = sprite_card_club; |
35 |
sprite_suit[i] = sprite_suit_club; |
36 |
} |
37 |
else if (suit[i][side[i]] == "Diamond") |
38 |
{ |
39 |
sprite_card[i] = sprite_card_diamond; |
40 |
sprite_suit[i] = sprite_suit_diamond; |
41 |
} |
42 |
else if (suit[i][side[i]] == "Heart") |
43 |
{ |
44 |
sprite_card[i] = sprite_card_heart; |
45 |
sprite_suit[i] = sprite_suit_heart; |
46 |
} |
47 |
else if (suit[i][side[i]] == "Spade") |
48 |
{ |
49 |
sprite_card[i] = sprite_card_spade; |
50 |
sprite_suit[i] = sprite_suit_spade; |
51 |
} |
52 |
} |