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AM2R-TimeTrials/objects/oChargeBeamSpark1.object.gmx

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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sChargeBeamSpark1</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-50</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>image_speed = 0.5;
sprite_index = sChargeBeamSpark1;
if (global.wbeam) sprite_index = sChargeWBeamSpark1;
if (global.pbeam) sprite_index = sChargePBeamSpark1;
if (global.ibeam) sprite_index = sChargeIBeamSpark1;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>if (!instance_exists(oCharacter)) {
instance_destroy();
exit;
}
if (oCharacter.chargebeam == 0) {
instance_destroy();
} else {
x = oCharacter.x + oCharacter.aspr2x;
y = oCharacter.y + oCharacter.aspr2y;
if (oCharacter.aimdirection == 0) x += 2;
if (oCharacter.aimdirection == 1) x -= 2;
if (oCharacter.aimdirection == 2) {
x += 3;
y -= 3;
}
if (oCharacter.aimdirection == 3) {
x -= 3;
y -= 3;
}
if (oCharacter.aimdirection == 4) {
x += 3;
y += 3;
}
if (oCharacter.aimdirection == 5) {
x -= 3;
y += 3;
}
if (oCharacter.aimdirection == 6) y -= 2;
if (oCharacter.aimdirection == 7) y += 2;
if (oCharacter.chargebeam &gt;= 1) {
if (sprite_index == sChargeBeamSpark1) sprite_index = sChargeBeamSpark1B;
if (sprite_index == sChargeWBeamSpark1) sprite_index = sChargeWBeamSpark1B;
if (sprite_index == sChargePBeamSpark1) sprite_index = sChargePBeamSpark1B;
if (sprite_index == sChargeIBeamSpark1) sprite_index = sChargeIBeamSpark1B;
}
if (instance_number(oChargeBeamSpark2) &lt; 4) instance_create(x + 30 - random(60), y + 30 - random(60), oChargeBeamSpark2);
} // if (oCharacter.chargebeam == 0) else
if (instance_exists(oPickup) &amp;&amp; oCharacter.chargebeam &gt;= true) with (oPickup) {
if (distance_to_object(oChargeBeamSpark1) &lt; 100) {
var spd = clamp(120/distance_to_point(oCharacter.x,oCharacter.y-20),1,3);
x += lengthdir_x(spd,point_direction(x,y,oCharacter.x,oCharacter.y-20));
y += lengthdir_y(spd,point_direction(x,y,oCharacter.x,oCharacter.y-20));
}
/*if (distance_to_object(oChargeBeamSpark1) &lt; 100) {
if (oCharacter.x &gt; x) {
x += 1;
} else x -= 1;
if (oCharacter.y - 20 &gt; y) {
y += 1;
} else y -= 1;
}
if (distance_to_object(oChargeBeamSpark1) &lt; 70) {
if (oCharacter.x &gt; x) {
x += 1;
} else x -= 0.5;
if (oCharacter.y - 20 &gt; y) {
y += 1;
} else y -= 0.5;
}
if (distance_to_object(oChargeBeamSpark1) &lt; 40) {
if (oCharacter.x &gt; x) {
x += 1;
} else x -= 0.5;
if (oCharacter.y - 20 &gt; y) {
y += 1;
} else y -= 0.5;
}*/
} // if (instance_exists(oPickup) &amp;&amp; oCharacter.chargebeam &gt;= true)
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="7">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>if (sprite_index == sChargeBeamSpark1 || sprite_index == sChargeWBeamSpark1 || sprite_index == sChargePBeamSpark1 || sprite_index == sChargeIBeamSpark1) image_index = 12;
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>