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- //laser lol
- growth_rate = 16
- max_length = 2000
- laser_direction = 270
- for (i=0; i<max_length; i+=growth_rate) {
- lasertip_y = lengthdir_y(i,laser_direction); // move the tip of the laser
- hit = collision_line(x,y,x,y+lasertip_y,parWall,true,true); // check for a collision
- if (instance_exists(hit)) // if there is a collision {
- laser_length = point_distance(x,y,hit.x,hit.y); // get the length of the laser
- var1 = instance_create(x,y,parWeapon);
- var1.sprite_index = sprRail
- var1.image_speed = .5
- var1.image_yscale = laser_length
- var1.image_angle = laser_direction // rotate the laser to match "laser_direction".
- break; // stop growing the laser
- }
- }
- //camera min position
- // set variables
- view1_y = view_yview[1] + 360
- view2_y = view_yview[2] + 360
- view3_y = view_yview[3] + 360
- view4_y = view_yview[4] + 360
- view1_ymin = view1_y
- view2_ymin = view2_y
- view3_ymin = view3_y
- view4_ymin = view4_y
- danger_ymin = view1_ymin
- view1_ymin=max(view1_y, view1_ymin)
- view2_ymin=max(view2_y, view2_ymin)
- view3_ymin=max(view3_y, view3_ymin)
- view4_ymin=max(view4_y, view4_ymin)
- danger_y = min(view1_ymin,view2_ymin,view3_ymin,view4_ymin)
- death_y = danger_y
- //view_xview[1] = median(view_xview[1] + ((oPlayer.x-(view_wview[1]/2)) - view_xview[1]) * 0.1, 0);
- //view_yview[1] = median(view_yview[1] + ((oPlayer.y-(view_hview[1]/2)) - view_yview[1]) * 0.1, 0);
- view1_y += ((oPlayer1.y-(view1_y/2)) - view1_y) * 0.1;
- if view1_y > view1_ymin view1_y = view1_ymin
- view2_y += ((oPlayer2.y-(view2_y/2)) - view2_y) * 0.1;
- if view2_y > view2_ymin view2_y = view2_ymin
- view3_y += ((oPlayer3.y-(view3_y/2)) - view3_y) * 0.1;
- if view3_y > view3_ymin view3_y = view3_ymin
- view4_y += ((oPlayer4.y-(view4_y/2)) - view4_y) * 0.1;
- if view4_y > view4_ymin view4_y = view4_ymin
- background_x[1]=view_xview[1]+16
- background_y[1] = view_yview[1]/2
- background_x[2]=view_xview[2]+16
- background_y[2]=view_yview[2]/2
- background_x[3]=view_xview[3]+16
- background_y[3]=view_yview[3]/2
- background_x[4]=view_xview[4]+16
- background_y[4]=view_yview[4]/2
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