|
1
|
if (!shotfired)
|
|
2
|
siner += ((1 - abs(cos((btimer / 14) * pi))) * initialspeed);
|
|
3
|
siner++;
|
|
4
|
attackangle = sin(siner / 8) * 28 * flip;
|
|
5
|
thrash.headangle = attackangle;
|
|
6
|
if (btimer >= 14 && abs(attackangle) < 26)
|
|
7
|
{
|
|
8
|
xx = thrash.headx + scr_orbitxscr_orbitx
function scr_orbitx(arg0, arg1, arg2, arg3, arg4)
{
if (arg4 == 0)
return arg2;
var __theta = point_direction(arg0, arg1, arg2, arg3);
var __radius = point_distance(arg0, arg1, arg2, arg3);
__theta += arg4;
return arg0 + lengthdir_x(__radius, __theta);
} (0, 0, -40, -4, attackangle);
|
|
9
|
yy = thrash.heady + scr_orbityscr_orbity
function scr_orbity(arg0, arg1, arg2, arg3, arg4)
{
if (arg4 == 0)
return arg3;
var __theta = point_direction(arg0, arg1, arg2, arg3);
var __radius = point_distance(arg0, arg1, arg2, arg3);
__theta += arg4;
return arg1 + lengthdir_y(__radius, __theta);
} (0, 0, -40, -4, attackangle);
|
|
10
|
d = scr_bullet_createscr_bullet_create
function scr_bullet_create(arg0, arg1, arg2)
{
var __newbullet = instance_create(arg0, arg1, arg2);
__newbullet.damage = damage;
__newbullet.target = target;
if (variable_instance_exists(self, "element"))
__newbullet.element = element;
return __newbullet;
} (xx, yy, obj_thrash_flames);
|
|
11
|
d.direction = attackangle + 180;
|
|
12
|
d.speed = 4;
|
|
13
|
d.updateimageangle = 1;
|
|
14
|
d.grazepoints = grazepoints;
|
|
15
|
d.lifetime = 70;
|
|
16
|
shotfired = 1;
|
|
17
|
shotcount++;
|
|
18
|
if (shotcount == (difficulty ? 6 : 4))
|
|
19
|
{
|
|
20
|
btimer = 0;
|
|
21
|
shotcount = 0;
|
|
22
|
}
|
|
23
|
else
|
|
24
|
{
|
|
25
|
btimer = 12;
|
|
26
|
}
|
|
27
|
}
|
|
28
|
else
|
|
29
|
{
|
|
30
|
btimer++;
|
|
31
|
}
|