1 |
game_maker_cannot_do_math = power((time_elapsed_radius / ((time_max_radius / 2) * (1 / sqrt(max_rise_radius)))) - sqrt(max_rise_radius), 2); |
2 |
radius_increase = sign_modifier_radius * (max_rise_radius - round(game_maker_cannot_do_math)); |
3 |
time_elapsed_radius += time_increase_radius; |
4 |
if (time_elapsed_radius >= time_max_radius) |
5 |
{ |
6 |
time_elapsed_radius = 0; |
7 |
sign_modifier_radius = -sign_modifier_radius; |
8 |
} |
9 |
frotate_angle_diff = 0; |
10 |
for (i = 0; i < fcreate_count; i += 1) |
11 |
{ |
12 |
frotate_angle_use = frotate_angle_diff + feather_angle_master; |
13 |
if (frotate_angle_use < 0) |
14 |
frotate_angle_use += 360; |
15 |
else if (frotate_angle_use >= 360) |
16 |
frotate_angle_use -= 360; |
17 |
frotate_x = x_center + ((feather_angle_radius + radius_increase) * cos(degtorad(frotate_angle_use))); |
18 |
frotate_y = y_center - ((feather_angle_radius + radius_increase) * sin(degtorad(frotate_angle_use))); |
19 |
frotate_angle = frotate_angle_use + 90; |
20 |
if (instance_exists(id_feather[i])) |
21 |
{ |
22 |
with (id_feather[i]) |
23 |
{ |
24 |
if (state == 0) |
25 |
event_user(0); |
26 |
} |
27 |
} |
28 |
frotate_angle_diff -= fcreate_decrease; |
29 |
if (frotate_angle_diff < 0) |
30 |
frotate_angle_diff += 360; |
31 |
} |
32 |
feather_angle_master += feather_angle_speed; |
33 |
if (feather_angle_master >= 360) |
34 |
feather_angle_master -= 360; |
35 |
if (feather_launch_no_loop == false) |
36 |
{ |
37 |
var can_feather_launch = true; |
38 |
if (obj_battle_enemy_attack_martlet_feather_circle_feather.image_alpha < 1) |
39 |
can_feather_launch = false; |
40 |
if (can_feather_launch == true) |
41 |
{ |
42 |
alarm[0] = 60; |
43 |
feather_launch_no_loop = true; |
44 |
} |
45 |
} |