1 |
if (image_alpha < 1) |
2 |
image_alpha += 0.04; |
3 |
if (init == 0) |
4 |
{ |
5 |
startdepth = obj_growtangle.depth + depth; |
6 |
init = 1; |
7 |
} |
8 |
if (x >= (room_width + 100) || x <= -100 || y >= (room_height + 100) || y <= -100) |
9 |
instance_destroy(); |
10 |
direction += angle_speed; |
11 |
if (angleadjust == 1) |
12 |
image_angle = direction; |
13 |
if (destroyable == 1) |
14 |
{ |
15 |
flashsiner++; |
16 |
image_blend = merge_color(#00A2E8, c_aqua, 0.25 + (sin(flashsiner / 3) * 0.25)); |
17 |
} |
18 |
sinespeed = obj_sneo_wall_controller.sinespeed; |
19 |
siner += sinespeed; |
20 |
x = xx + (cos(-siner / 20) * xdist); |
21 |
var _falsedepth = sin(siner / 20); |
22 |
active = _falsedepth >= 0; |
23 |
var _depthblend = clamp(_falsedepth + 0.5, 0, 1); |
24 |
if (destroyable) |
25 |
image_blend = merge_color(merge_color(c_black, image_blend, 0.5), image_blend, _depthblend); |
26 |
else |
27 |
image_blend = merge_color(c_gray, c_white, _depthblend); |
28 |
depth = obj_growtangle.depth - (_falsedepth * startdepth); |
29 |
if (destroyable == 1) |
30 |
{ |
31 |
if (active == 1) |
32 |
depth = obj_heart.depth - 100; |
33 |
if (y < (cameray() + 110)) |
34 |
{ |
35 |
image_xscale = (y - cameray() - 90) / 20; |
36 |
image_yscale = (y - cameray() - 90) / 20; |
37 |
if (obj_sneo_wall_controller.introtimer > 24) |
38 |
image_alpha = (y - cameray() - 90) / 20; |
39 |
} |
40 |
else if (y > (cameray() + 233)) |
41 |
{ |
42 |
image_xscale = (20 - (y - cameray() - 233)) / 20; |
43 |
image_yscale = (20 - (y - cameray() - 233)) / 20; |
44 |
if (obj_sneo_wall_controller.introtimer > 24) |
45 |
image_alpha = (20 - (y - cameray() - 233)) / 20; |
46 |
} |
47 |
else |
48 |
{ |
49 |
image_xscale = 1; |
50 |
image_yscale = 1; |
51 |
if (obj_sneo_wall_controller.introtimer > 24) |
52 |
image_alpha = 1; |
53 |
} |
54 |
} |
55 |
if (loop == 1) |
56 |
{ |
57 |
if (y < loopy1) |
58 |
y = loopy2 - (loopy1 - y); |
59 |
if (y > loopy2) |
60 |
y = loopy1 + (y - loopy2); |
61 |
} |
62 |
y += (falsevspeed * sinespeed); |
63 |
if (bighitbox == 1) |
64 |
{ |
65 |
hitshot = collision_rectangle(x, y, x + sprite_width, y + sprite_height, obj_yheart_shot, true, false); |
66 |
if (hitshot != -4) |
67 |
event_user(0); |
68 |
} |