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- task rendernightmare{
- let alpha = 0;
- let spin = 0;
- let objcount = 0;
- let angle = rand(0,360 );
- ObjPrim_SetTexture(nightmareObj, playerSprite); //Sets the texture of the player (object,texture). playerSprite is the texture and playerObj is the player
- Obj_SetRenderPriorityI(nightmareObj,50 ); //Think Adobe Illustrator Layers. Defaults are set to 30 while 31 puts you about any 30
- ObjRender_SetBlendType(nightmareObj,BLEND_ALPHA);
- ObjRender_SetAngleXYZ(nightmareObj,0 ,0 ,0 );
- ObjRender_SetScaleXYZ(nightmareObj,1 ,1 ,0 );
- ObjRender_SetAlpha(nightmareObj,255 );
- ObjSprite2D_SetSourceRect(nightmareObj,100.9 ,27 ,131 ,63); //(playerObj,left,top,right,bottom)
- ObjSprite2D_SetDestCenter(nightmareObj);
- ObjRender_SetPosition(nightmareObj,GetPlayerX ,GetPlayerY,0);
- while(!Obj_IsDeleted(nightmareObj)){
- ObjRender_SetPosition(nightmareObj,GetPlayerX+50*sin(angle) ,GetPlayerY+50*cos(angle),0);//makes the player move
- objcount++;
- ObjRender_SetAngleZ(nightmareObj,spin );
- spin+=20;
- angle+=2;
- angle++;
- yield;
- }
- }
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