Hi Leute.
Ich verfolge grad ein Tutorial von hier.
Komm aber grad nicht weiter,...
Ich würde gerne den " Laser " begrenzen wollen ,..und zwar am oberen Rande des View[0].
doch irgendwie " schiesst" der laser immer über den Rand hinaus.
Weiß einer wie das hin bekomme das der nicht über den Rand kommt. also view_yview[0]
var nx, ny, dis, dis2, dir, col, scale, rep, check, inst, dens;
nx = 0 ny = 0 dis2 = 8
dens = 8
dir = 90
rep = (dis/dens)
scale = 1
check = 1
inst = 0
col = (make_color_hsv(160,240,200))
image_blend = c_blue
repeat (rep)
{if check = 1{
scale = random(1);
nx = (x + dis2 * cos(degtorad(dir)));
ny = (y - dis2 * sin(degtorad(dir)));
draw_set_blend_mode(bm_add)
draw_sprite_ext(spr_beambullet,-1,nx,ny,0.5 + random(2),0.1+random(scale/2),dir,((image_blend)+col),0.5);
draw_sprite_ext(spr_beambullet,-1,nx,ny,0.35 + random(1),0.2+random(scale/2),dir,((image_blend)+col),0.3);
draw_sprite_ext(spr_beambullet,-1,nx,ny,0.5 + random(2.5),0.3+random(scale/2),dir,((image_blend)+col),0.4);
draw_sprite_ext(spr_beambullet,-1,nx,ny,0.3 + random(1),0.1+random(scale/2),dir,((image_blend)+col),0.8);
if place_free(nx,ny) = false then {check = 0 inst = instance_nearest(nx,ny,EnemyParent)
dis2 += 16
nx = (x + dis2 * cos(degtorad(dir)));
ny = (y - dis2 * sin(degtorad(dir)));
repeat (5)
draw_sprite_ext(spr_halo,-1,nx,ny,0.1+random(scale),1 + scale*(1+random(1.5)),random(360),((image_blend)+col),0.7)
}
else dis2+=dens
if (check = 0 && (inst)) then
inst.HP -=global.dmglaser
}
}
draw_set_blend_mode(bm_normal)
Ich verfolge grad ein Tutorial von hier.
Komm aber grad nicht weiter,...
Ich würde gerne den " Laser " begrenzen wollen ,..und zwar am oberen Rande des View[0].
doch irgendwie " schiesst" der laser immer über den Rand hinaus.
Weiß einer wie das hin bekomme das der nicht über den Rand kommt. also view_yview[0]
var nx, ny, dis, dis2, dir, col, scale, rep, check, inst, dens;
nx = 0 ny = 0 dis2 = 8
dens = 8
dir = 90
rep = (dis/dens)
scale = 1
check = 1
inst = 0
col = (make_color_hsv(160,240,200))
image_blend = c_blue
repeat (rep)
{if check = 1{
scale = random(1);
nx = (x + dis2 * cos(degtorad(dir)));
ny = (y - dis2 * sin(degtorad(dir)));
draw_set_blend_mode(bm_add)
draw_sprite_ext(spr_beambullet,-1,nx,ny,0.5 + random(2),0.1+random(scale/2),dir,((image_blend)+col),0.5);
draw_sprite_ext(spr_beambullet,-1,nx,ny,0.35 + random(1),0.2+random(scale/2),dir,((image_blend)+col),0.3);
draw_sprite_ext(spr_beambullet,-1,nx,ny,0.5 + random(2.5),0.3+random(scale/2),dir,((image_blend)+col),0.4);
draw_sprite_ext(spr_beambullet,-1,nx,ny,0.3 + random(1),0.1+random(scale/2),dir,((image_blend)+col),0.8);
if place_free(nx,ny) = false then {check = 0 inst = instance_nearest(nx,ny,EnemyParent)
dis2 += 16
nx = (x + dis2 * cos(degtorad(dir)));
ny = (y - dis2 * sin(degtorad(dir)));
repeat (5)
draw_sprite_ext(spr_halo,-1,nx,ny,0.1+random(scale),1 + scale*(1+random(1.5)),random(360),((image_blend)+col),0.7)
}
else dis2+=dens
if (check = 0 && (inst)) then
inst.HP -=global.dmglaser
}
}
draw_set_blend_mode(bm_normal)