spr_ballM
0
-1
0
0
<undefined>
<undefined>
1
603
7
0
0
-1
2
self
0
0
1
team = 0;
range= 1;
bounceCount=0;
bounceNum=2;
image_speed=0.2;
if(gamepad_is_connected(team)) gamepad_set_axis_deadzone(team, 0.1);
Mtimer = 0;
Atimer = 0;
1
603
7
0
0
-1
2
self
0
0
1
if(speed > 0)speed-=1/(speed+1)*range;
else speed = 0;
if(gamepad_button_check(team,gp_shoulderrb) and speed = 0){
haxis = gamepad_axis_value(team, gp_axisrh);
vaxis = gamepad_axis_value(team, gp_axisrv);
shotDirection = point_direction(x,y,x+haxis,y+vaxis);
if(team = 0)sprite_index=spr_ballAS;
else sprite_index=spr_ballMS;
}
if(gamepad_button_check_released(team,gp_shoulderrb) and speed = 0){
if(team=0)sprite_index=spr_ballA;
else sprite_index=spr_ballM;
haxis = gamepad_axis_value(team, gp_axisrh);
vaxis = gamepad_axis_value(team, gp_axisrv);
direction=shotDirection;
bounceCount=0;
speed = point_distance(0,0,haxis,vaxis)*20;
}
if(speed > 20) speed = 20;
1
115
0
0
0
-1
1
action_bounce
self
0
0
4
1
4
1
1
115
0
0
0
-1
1
action_bounce
self
0
0
4
1
4
1
1
603
7
0
0
-1
2
self
0
0
1
if(bounceCount < bounceNum){
switch(bounceCount){
case 0:
speed = 20;
bounceCount = 1;
break;
case 1:
if(bounceNum = 3){ speed = 20; }
else{ speed = (speed + 20)/2;}
bounceCount = 2;
break;
case 2:
if(bounceNum = 3){speed = (speed+20)/2;}
bounceCount = 3;
break;
}
}
1
115
0
0
0
-1
1
action_bounce
self
0
0
4
1
4
1
1
115
0
0
0
-1
1
action_bounce
self
0
0
4
1
4
1
1
603
7
0
0
-1
2
self
0
0
1
if(team = 0) sprite_index = spr_ballA;
else sprite_index = spr_ballM;
0
0
0
0.5
0.100000001490116
0
0.100000001490116
0.100000001490116
0.200000002980232
-1
0