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