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obj_floweypipetest.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_pipepart</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-1</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>siner= 0;
op= 100;
flash= 0;
blend2= 16777215;
frozen= 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++;
if(flash == 0) {
image_blend= 16777215;
blend2= 16777215;
}
if(flash == 1) {
draw_set_color(65535);
draw_set_alpha(sin(siner / 3) / 2);
draw_ellipse_color(x - 70, y + 50, x + 30, y - 40, 16776960, 0, 0);
draw_set_alpha(1);
image_blend= make_color_rgb(100 - sin(siner / 3) * 100, 230, 255);
}
if(flash == 2) {
draw_set_color(65535);
draw_set_alpha(sin(siner / 3) / 2);
draw_ellipse_color(x + op + 70, y + 50, x + op - 30, y - 40, 4235519, 0, 0);
draw_set_alpha(1);
blend2= make_color_rgb(230, 180, 100 - sin(siner / 3) * 100);
}
i= 0;
while(i < 10) {
offx= x + sin((i - 45) / 3) * 60 - i * 2;
offy= y + cos((i - 45) / 3) * 50 + cos((i + siner) / 6) * 8;
offs= sin((siner + i * 4) / 6) * 2;
if(offs > 1) offs= (offs - 1) / 3;
else offs= 0;
if(global.soul_rescue < 1)
draw_sprite_ext(sprite_index, image_index, offx, offy, 1 + offs, 1 + offs, i * 20 + 30, image_blend, 1);
else {
offy= y + cos((i - 45) / 3) * 50 + cos((i + siner) / 6) * 4;
offs= 0;
draw_sprite_ext(sprite_index, image_index, offx, offy, 1 + offs, 1 + offs, i * 20 + 30, 8421504, 1);
}
i++;
}
i= 0;
while(i < 10) {
offx2= x - sin((i - 45) / 3) * 60 + i * 2 + op;
offy2= y + cos((i - 45) / 3) * 50 + cos((i + siner) / 6) * 8;
offs2= sin((siner + i * 4) / 6) * 2;
if(offs2 > 1) offs2= (offs2 - 1) / 3;
else offs2= 0;
if(global.soul_rescue < 2)
draw_sprite_ext(sprite_index, image_index, offx2, offy2, 1 + offs2, 1 + offs2, i * -20 + 150, blend2, 1);
else {
offy2= y + cos((i - 45) / 3) * 50 + cos((i + siner) / 6) * 4;
offs2= 0;
draw_sprite_ext(sprite_index, image_index, offx2, offy2, 1 + offs2, 1 + offs2, i * -20 + 150, 8421504, 1);
}
i++;
}
</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>