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https://github.com/izzy2lost/AM2R-Community-Updates.git
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139 lines
4.9 KiB
XML
139 lines
4.9 KiB
XML
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
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<object>
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<spriteName>sShipBack</spriteName>
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<solid>0</solid>
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<visible>-1</visible>
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<depth>0</depth>
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<persistent>0</persistent>
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<parentName><undefined></parentName>
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<maskName><undefined></maskName>
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<events>
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<event eventtype="0" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>image_speed = 0;
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scale = 4;
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image_xscale = scale;
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image_yscale = scale;
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image_angle = 15;
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hspeed = 3;
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statetime = 0;
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xoff = 30;
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zoomratio = 0.04;
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fxtimer = 0;
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="3" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>if (statetime > 80) image_angle = lerp(image_angle, -30, 0.02);
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if (statetime < 20) zoomratio = 0.03;
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if (statetime >= 20 && statetime < 50) zoomratio = 0.025;
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if (statetime >= 50 && statetime < 80) zoomratio = 0.02;
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if (statetime > 50) {
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if (y > 80) y -= 0.2;
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}
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if (statetime < 120) {
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if (hspeed > -2.5) hspeed -= 0.1;
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}
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if (statetime > 120 && statetime < 170) hspeed += 0.07;
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if (statetime > 170) speed *= 0.97;
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scale = lerp(scale, 0, zoomratio);
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image_xscale = scale;
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image_yscale = scale;
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x += xoff;
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if (xoff > 0) xoff *= 0.7;
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statetime += 1;
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if (statetime > 600) instance_destroy();
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fxtimer += 1;
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if (fxtimer > 3) fxtimer = 0;
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="8" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>var b1x, b1y, b2x, b2y;
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draw_self();
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draw_sprite_ext(sprite_index, -1, x, y, image_xscale * -1, image_yscale, image_angle, image_blend, image_alpha);
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b1x = lengthdir_x(21, image_angle - 20) * image_xscale;
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b1y = lengthdir_y(21, image_angle - 20) * image_yscale;
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b2x = lengthdir_x(21, image_angle - 180 + 20) * image_xscale;
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b2y = lengthdir_y(21, image_angle - 180 + 20) * image_yscale;
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draw_set_blend_mode(bm_add);
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draw_background_ext(bgIntroShipBoost, x + b1x, y + b1y, image_xscale, image_yscale, 0, -1, 1 - fxtimer * 0.3);
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draw_background_ext(bgIntroShipBoost, x + b1x, y + b1y, -image_xscale, image_yscale, 0, -1, 1 - fxtimer * 0.3);
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draw_background_ext(bgIntroShipBoost, x + b1x, y + b1y, image_xscale, -image_yscale, 0, -1, 1 - fxtimer * 0.3);
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draw_background_ext(bgIntroShipBoost, x + b1x, y + b1y, -image_xscale, -image_yscale, 0, -1, 1 - fxtimer * 0.3);
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draw_background_ext(bgIntroShipBoost, x + b2x, y + b2y, image_xscale, image_yscale, 0, -1, 1 - fxtimer * 0.3);
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draw_background_ext(bgIntroShipBoost, x + b2x, y + b2y, -image_xscale, image_yscale, 0, -1, 1 - fxtimer * 0.3);
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draw_background_ext(bgIntroShipBoost, x + b2x, y + b2y, image_xscale, -image_yscale, 0, -1, 1 - fxtimer * 0.3);
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draw_background_ext(bgIntroShipBoost, x + b2x, y + b2y, -image_xscale, -image_yscale, 0, -1, 1 - fxtimer * 0.3);
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draw_set_blend_mode(bm_normal);
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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</events>
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<PhysicsObject>0</PhysicsObject>
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<PhysicsObjectSensor>0</PhysicsObjectSensor>
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<PhysicsObjectShape>0</PhysicsObjectShape>
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<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
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<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
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<PhysicsObjectGroup>0</PhysicsObjectGroup>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
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<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
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<PhysicsShapePoints/>
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</object>
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