Sprite: spr_spawner
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Step Event:
execute code: if(mouse_check_button_pressed(mb_left)) { var _inst=instance_create(x,y,obj_spawned); _inst.target_x=mouse_x; _inst.target_y=mouse_y; }
Information about object: obj_spawnedSprite:Solid: false Visible: true Depth: 0 Persistent: false Parent: Children: Mask: No Physics ObjectCreate Event:execute code: ///Properties timer=0; z=0; start_x=obj_spawner.x; start_y=obj_spawner.y; target_x=noone; target_y=noone; length=room_speed/2; shadow_alpha=0; shadow_alpha_min=.25; shadow_alpha_max=.5; shadow_scale=1; shadow_scale_min=.5; shadow_scale_max=1;Step Event:execute code: if(timer<length) timer++; else timer=length; x=lerp(start_x,target_x,timer/length); y=lerp(start_y,target_y,timer/length); z=arc(0,32,0,timer/length,.8); shadow_alpha=lerp(shadow_alpha_max,shadow_alpha_min,z/32); shadow_scale=lerp(shadow_scale_max,shadow_scale_min,z/32); /* shadow_alpha=0; shadow_alpha_min=.25; shadow_alpha_max=.5; shadow_scale=1; shadow_scale_min=.5; shadow_scale_max=1;Draw Event:execute code: ///draw self depth=-y; draw_sprite_ext(spr_shadow,0,x,y,shadow_scale,shadow_scale,0,c_white,.5); draw_sprite(spr_thing,0,x,y-z);///arc(start[0], peak[1], floor[2], position[3], bias[4]) if(argument[3]<=.5) return(lerp(argument[0],argument[1],bias(argument[4],argument[3]*2))); else { var b=1-argument[4]; var p=2*argument[3]-1 return(lerp(argument[1],argument[2],bias(b,p))); }bias(b,t){ return argument1/((1/argument0-2)*(1-argument1)+1); }
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