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obj_bgpipe.object.gmx
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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_bgpipe</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>16</depth>
<persistent>0</persistent>
<parentName>obj_floweybodyparent</parentName>
<maskName><undefined></maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>frozen= 0;
siner= 0;
scr_floweybodysave();
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="8" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>if(frozen == 0) siner++;
msin= sin(siner / 9) * 2;
ysin= cos(siner / 8) * 1;
growth= sin(siner / 7) * 0.012;
msin2= sin(siner / 10) * 1.5;
ysin2= cos(siner / 9) * 0.8;
growth2= sin(siner / 8) * 0.01;
msin3= sin(siner / 11) * 1;
ysin3= cos(siner / 10) * 0.5;
growth3= sin(siner / 9) * 0.005;
blend3= merge_color(image_blend, 0, 0.4);
draw_sprite_ext(sprite_index, image_index, x + (msin3 - 60) * image_xscale, y + ysin3 - 20, growth3 + image_xscale, 1, 0, blend3, 1);
draw_sprite_ext(sprite_index, image_index, x + (msin2 - 40) * image_xscale, y + ysin2 - 10, growth2 + image_xscale, 1, 0, blend3, 1);
draw_sprite_ext(sprite_index, image_index, x + msin * image_xscale, y + ysin, growth + image_xscale, 1, 0, image_blend, 1);
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>