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May 28th, 2015
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  1.  
  2. //laser lol
  3. growth_rate = 16
  4. max_length = 2000
  5. laser_direction = 270
  6.  
  7. for (i=0; i<max_length; i+=growth_rate) {
  8.     lasertip_y = lengthdir_y(i,laser_direction); // move the tip of the laser
  9.     hit = collision_line(x,y,x,y+lasertip_y,parWall,true,true); // check for a collision
  10.         if (instance_exists(hit)) // if there is a collision {
  11.         laser_length = point_distance(x,y,hit.x,hit.y); // get the length of the laser
  12.         var1 = instance_create(x,y,parWeapon);
  13.         var1.sprite_index = sprRail
  14.         var1.image_speed = .5
  15.         var1.image_yscale = laser_length
  16.         var1.image_angle = laser_direction // rotate the laser to match "laser_direction".
  17.         break; // stop growing the laser
  18. }
  19. }
  20.  
  21.  
  22.  
  23. //camera min position
  24. // set variables
  25. view1_y = view_yview[1] + 360
  26. view2_y = view_yview[2] + 360
  27. view3_y = view_yview[3] + 360
  28. view4_y = view_yview[4] + 360
  29.  
  30. view1_ymin = view1_y
  31. view2_ymin = view2_y
  32. view3_ymin = view3_y
  33. view4_ymin = view4_y
  34.  
  35. danger_ymin = view1_ymin
  36.  
  37.  
  38.  
  39.  
  40. view1_ymin=max(view1_y, view1_ymin)
  41. view2_ymin=max(view2_y, view2_ymin)
  42. view3_ymin=max(view3_y, view3_ymin)
  43. view4_ymin=max(view4_y, view4_ymin)
  44. danger_y = min(view1_ymin,view2_ymin,view3_ymin,view4_ymin)
  45. death_y = danger_y
  46.  
  47. //view_xview[1] = median(view_xview[1] + ((oPlayer.x-(view_wview[1]/2)) - view_xview[1]) * 0.1, 0);
  48. //view_yview[1] = median(view_yview[1] + ((oPlayer.y-(view_hview[1]/2)) - view_yview[1]) * 0.1, 0);
  49. view1_y += ((oPlayer1.y-(view1_y/2)) - view1_y) * 0.1;
  50. if view1_y > view1_ymin view1_y = view1_ymin
  51.  
  52.  
  53. view2_y += ((oPlayer2.y-(view2_y/2)) - view2_y) * 0.1;
  54. if view2_y > view2_ymin view2_y = view2_ymin
  55.  
  56.  
  57. view3_y += ((oPlayer3.y-(view3_y/2)) - view3_y) * 0.1;
  58. if view3_y > view3_ymin view3_y = view3_ymin
  59.  
  60. view4_y += ((oPlayer4.y-(view4_y/2)) - view4_y) * 0.1;
  61. if view4_y > view4_ymin view4_y = view4_ymin
  62.  
  63.  
  64.  
  65.  
  66.  
  67. background_x[1]=view_xview[1]+16
  68. background_y[1] = view_yview[1]/2
  69.  
  70. background_x[2]=view_xview[2]+16
  71. background_y[2]=view_yview[2]/2
  72.  
  73. background_x[3]=view_xview[3]+16
  74. background_y[3]=view_yview[3]/2
  75.  
  76. background_x[4]=view_xview[4]+16
  77. background_y[4]=view_yview[4]/2
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