| 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 |
} |