|
1
|
followindex++;
|
|
2
|
if (followindex > followindexmax)
|
|
3
|
followindex = 0;
|
|
4
|
var timer2 = followindexmax;
|
|
5
|
if (instance_exists(obj_mauswheel_enemy))
|
|
6
|
timer2 = 35;
|
|
7
|
timer++;
|
|
8
|
if (timer <= timer2)
|
|
9
|
{
|
|
10
|
var easedlerp = scr_ease_inoutscr_ease_inout
function scr_ease_inout(arg0, arg1)
{
if (arg1 < -3 || arg1 > 7)
return arg0;
if (arg1 == -3)
return ease_inout_bounce(arg0, 0, 1, 1);
else if (arg1 == -2)
return ease_inout_elastic(arg0, 0, 1, 1);
else if (arg1 == -1)
return ease_inout_back(arg0, 0, 1, 1);
else if (arg1 == 1)
return -0.5 * cos((pi * arg0) - 1);
else if (arg1 == 0)
return arg0;
arg0 *= 2;
if (arg0 < 1)
{
return 0.5 * scr_ease_in(arg0, arg1);
}
else
{
arg0--;
return 0.5 * (scr_ease_out(arg0, arg1) + 1);
}
} (timer / timer2, 2);
|
|
11
|
x = lerp(maxx, heartposx[followindex], easedlerp);
|
|
12
|
y = lerp(maxy, heartposy[followindex], easedlerp);
|
|
13
|
}
|
|
14
|
else if (timer > followindexmax)
|
|
15
|
{
|
|
16
|
x = heartposx[followindex];
|
|
17
|
y = heartposy[followindex];
|
|
18
|
}
|
|
19
|
heartposx[followindex] = obj_heart.x;
|
|
20
|
heartposy[followindex] = obj_heart.y;
|
|
21
|
bul_trail = scr_childbulletscr_childbullet
function scr_childbullet()
{
var __child = instance_create(argument[0], argument[1], argument[2]);
var __parent = (argument_count == 4) ? argument[3] : id;
if (__parent.damage != -1)
__child.damage = __parent.damage;
if (__parent.grazepoints != -1)
__child.grazepoints = __parent.grazepoints;
if (__parent.timepoints != -1)
__child.timepoints = __parent.timepoints;
if (__parent.inv != -1)
__child.inv = __parent.inv;
if (__parent.target != -1)
__child.target = __parent.target;
if (__parent.grazed != -1)
__child.grazed = __parent.grazed;
if (__parent.grazetimer != -1)
__child.grazetimer = __parent.grazetimer;
__child.element = __parent.element;
return __child;
} (x, y, obj_maus_cursor_trail);
|
|
22
|
bul_trail.image_blend = image_blend;
|
|
23
|
bul_trail.damage = damage;
|
|
24
|
bul_trail.target = target;
|