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81 lines
1.8 KiB
81 lines
1.8 KiB
action_inherited()
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enemy_active_check(20)
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enemy_target_check(180, 0)
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if (frozen == 0)
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{
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if (active == 1)
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{
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if (state == 1)
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{
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xVel = (1 * facing)
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yVel = 0
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image_angle = 0
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if (isCollisionRight(2) && facing == 1)
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{
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facing = -1
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state = 2
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image_index = 0
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}
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if (isCollisionLeft(2) && facing == -1)
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{
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facing = 1
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state = 2
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image_index = 0
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}
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}
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if (state == 2)
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xVel *= 0.7
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if (state == 3)
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{
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xVel *= 0.9
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image_angle = (point_direction(x, y, oCharacter.x, (oCharacter.y - 16)) + (180 * facing == -1))
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if (y > (oCharacter.y - 26))
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yVel = -2
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if (y < (oCharacter.y - 26))
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yVel = 2
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if (y > (oCharacter.y - 30) && y < (oCharacter.y - 20))
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{
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sfx_play(sndYumboDash)
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state = 4
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alarm[2] = 60
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}
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if (target == 0)
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state = 1
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}
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if (state == 4)
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{
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image_angle = 0
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xVel = (3 * facing)
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yVel = 0
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if (isCollisionRight(4) || isCollisionLeft(4))
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state = 1
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}
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if (stun == 0)
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moveTo(xVel, yVel)
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}
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if (active == 0 && state == 4)
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state = 1
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if (state == 1)
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{
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sprite_index = sYumbo
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image_speed = 0.5
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}
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if (state == 2)
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{
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sprite_index = sYumboTurn
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image_speed = 0.2
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}
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if (state == 3)
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{
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sprite_index = sYumbo
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image_speed = 0.5
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}
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if (state == 4)
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{
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sprite_index = sYumbo
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image_speed = 1
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}
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}
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if (state == 100)
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enemy_death()
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