Deltarune (Chapter 3) script viewer

← back to main script listing

gml_GlobalScript_scr_rotatevector

(view raw script w/o annotations or w/e)
1
function 
scr_rotatevector
scr_rotatevector

function
scr_rotatevector(arg0, arg1)
{ if (arg1 == 0) return arg0; var _dir = point_direction(0, 0, arg0.x, arg0.y); var _len = point_distance(0, 0, arg0.x, arg0.y); arg0.x = lengthdir_x(_len, _dir + arg1); arg0.y = lengthdir_y(_len, _dir + arg1); return arg0; } function scr_rotatevector_xy(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; } function scr_dir_to_vector(arg0) { var __dir = arg0[0]; var __len = 1; if (argument_count > 1) __len = arg0[1]; return new Vector2(lengthdir_x(__dir, __len), lengthdir_y(__dir, __len)); } function scr_rotatevector_around(arg0, arg1, arg2) { var __dir = Vector2_direction(arg1, arg0); var __len = Vector2_distance(arg1, arg0); arg0.x = arg1.x + lengthdir_x(__len, __dir + arg2); arg0.y = arg1.y + lengthdir_y(__len, __dir + arg2); return arg0; } function Vector2_distance(arg0, arg1) { return point_distance(arg0.x, arg0.y, arg1.x, arg1.y); } function Vector2_direction(arg0, arg1) { return point_direction(arg0.x, arg0.y, arg1.x, arg1.y); }
(arg0, arg1)
2
{
3
    if (arg1 == 0)
4
        return arg0;
5
    var _dir = point_direction(0, 0, arg0.x, arg0.y);
6
    var _len = point_distance(0, 0, arg0.x, arg0.y);
7
    arg0.x = lengthdir_x(_len, _dir + arg1);
8
    arg0.y = lengthdir_y(_len, _dir + arg1);
9
    return arg0;
10
}
11
12
function scr_rotatevector_xy(arg0, arg1, arg2)
13
{
14
    var _tempVector = 
15
    {
16
        x: arg0,
17
        y: arg1
18
    };
19
    if (arg2 == 0)
20
        return _tempVector;
21
    var _dir = point_direction(0, 0, arg0, arg1);
22
    var _len = point_distance(0, 0, arg0, arg1);
23
    _tempVector.x = lengthdir_x(_len, _dir + arg2);
24
    _tempVector.y = lengthdir_y(_len, _dir + arg2);
25
    return _tempVector;
26
}
27
28
function scr_dir_to_vector(arg0)
29
{
30
    var __dir = arg0[0];
31
    var __len = 1;
32
    if (argument_count > 1)
33
        __len = arg0[1];
34
    return new Vector2(lengthdir_x(__dir, __len), lengthdir_y(__dir, __len));
35
}
36
37
function scr_rotatevector_around(arg0, arg1, arg2)
38
{
39
    var __dir = Vector2_direction(arg1, arg0);
40
    var __len = Vector2_distance(arg1, arg0);
41
    arg0.x = arg1.x + lengthdir_x(__len, __dir + arg2);
42
    arg0.y = arg1.y + lengthdir_y(__len, __dir + arg2);
43
    return arg0;
44
}
45
46
function Vector2_distance(arg0, arg1)
47
{
48
    return point_distance(arg0.x, arg0.y, arg1.x, arg1.y);
49
}
50
51
function Vector2_direction(arg0, arg1)
52
{
53
    return point_direction(arg0.x, arg0.y, arg1.x, arg1.y);
54
}