plaingarbage's Code

Created by: Moldymort

world

Events

While world.firing is true
Begin: Nothing
During:
world.projectileCollision ( );
End: Nothing


Methods

  public void projectileCollision ( ) {
    
       For all world.sectorOneObjects , one item_from_sectorOneObjects at a time {
       if ( ( ( ( ( ( ( item_from_sectorOneObjects .distanceTo( bolt ) ) < ( ( ( subject = generalScreen2 .getWidth() ) + ( subject = generalScreen2 .getHeight() ) ) ) ) || ( ( item_from_sectorOneObjects .distanceTo( bolt ) ) < ( ( ( subject = generalScreen2 .getWidth() ) + ( subject = generalScreen2 .getHeight() ) ) ) ) ) ) || ( ( item_from_sectorOneObjects .distanceTo( bolt ) ) < ( ( ( subject = generalScreen2 .getWidth() ) + ( subject = generalScreen2 .getHeight() ) ) ) ) ) ) ) {
       doTogether {
       lightBlast .moveTo( item_from_sectorOneObjects ); duration = 0 seconds
  if ( ( Random.nextBoolean() 0.5 (50%) ) ) {
       lightBlast .set( skin texture , lightBlast.lightBlastA );
  } else {
    lightBlast .set( skin texture , lightBlast.lightBlastB );
  }
  lightBlast .set( opacity , 1 (100%) ); duration = .05 seconds
  lightBlast .turnToFace( camera ); duration = 0 seconds
  lightBlast .moveToward( target = playerHeadView , ( subject = item_from_sectorOneObjects .getWidth() ) ); duration = .01 seconds
  }
  world.firing .set( value , false );
  lightBlast .set( opacity , 0 (0%) ); duration = 0.1 seconds
  world.firing .set( value , false );
  } else {
  Do Nothing
  }
  }
  }