1 |
x_offset = 22 * cos(degtorad(obj_battle_enemy_attack_frostermit_pincher_left_1.image_angle - 34)); |
2 |
y_offset = 22 * sin(degtorad(obj_battle_enemy_attack_frostermit_pincher_left_1.image_angle - 34)); |
3 |
x = obj_battle_enemy_attack_frostermit_pincher_left_1.x + x_offset; |
4 |
y = obj_battle_enemy_attack_frostermit_pincher_left_1.y - y_offset; |
5 |
var state = obj_battle_enemy_attack_frostermit_pincher_left_1.state; |
6 |
if (state == "normal") |
7 |
{ |
8 |
image_angle = point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y) - 10; |
9 |
} |
10 |
else if (state == "detract") |
11 |
{ |
12 |
no_loop_r = false; |
13 |
} |
14 |
else if (state == "retract") |
15 |
{ |
16 |
if (no_loop_r == false) |
17 |
{ |
18 |
base_angle_diff = abs(obj_battle_enemy_attack_frostermit_pincher_left_1.image_angle_d_location - obj_battle_enemy_attack_frostermit_pincher_left_1.image_angle_r_location); |
19 |
image_angle_r = image_angle; |
20 |
no_loop_r = true; |
21 |
} |
22 |
var image_angle_r_location = point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y) - 10; |
23 |
var base_angle_r = obj_battle_enemy_attack_frostermit_pincher_left_1.image_angle_r; |
24 |
var base_angle_r_location = obj_battle_enemy_attack_frostermit_pincher_left_1.image_angle_r_location; |
25 |
var base_dividend = 1 - abs((base_angle_r_location - base_angle_r) / base_angle_diff); |
26 |
image_angle = image_angle_r + ((image_angle_r_location - image_angle_r) * base_dividend); |
27 |
} |
28 |
image_alpha = obj_battle_enemy_attack_frostermit_pincher_left_1.image_alpha; |