| 1 |
if (increase_image_alpha == true) |
| 2 |
{ |
| 3 |
image_alpha += 0.1; |
| 4 |
if (image_alpha > 1) |
| 5 |
image_alpha = 1; |
| 6 |
if (image_alpha == 1) |
| 7 |
{ |
| 8 |
obj_decibat_head.alarm[0] = 30; |
| 9 |
alarm[0] = 60; |
| 10 |
increase_image_alpha = false; |
| 11 |
} |
| 12 |
} |
| 13 |
if (falling == true) |
| 14 |
{ |
| 15 |
if (time_elapsed == time_max) |
| 16 |
{ |
| 17 |
instance_create(x, y, obj_decibat_body); |
| 18 |
image_alpha = 0; |
| 19 |
alarm[2] = 30; |
| 20 |
falling = false; |
| 21 |
} |
| 22 |
if (falling == true) |
| 23 |
{ |
| 24 |
game_maker_cannot_do_math = power((time_elapsed / ((time_max / 2) * (1 / sqrt(max_rise)))) - sqrt(max_rise), 2); |
| 25 |
animation_disjoint_y = sign_modifier * (max_rise - round(game_maker_cannot_do_math)); |
| 26 |
time_elapsed += time_increase; |
| 27 |
if (time_elapsed > time_max) |
| 28 |
time_elapsed = time_max; |
| 29 |
y = draw_position_y + animation_disjoint_y; |
| 30 |
image_angle = 180 * ((time_max - time_elapsed) / round(time_max / 2)); |
| 31 |
} |
| 32 |
} |