x = ctrx +mpx/5 + (pv)/(10)/1 y = ctry +mpy/5 + (ph)/(10)/2
it scales to 0 when projection usually dont
Post number #1025971, ID: 05d902
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2 typo, try fixing that
Post number #1026043, ID: f9f09e
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>>1025971 the code works so you seem behind in the clock
Post number #1026057, ID: 1863cf
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>>1026043 I'm glad you could make it work, I'm truly are happy for you 50k chan. Why don't you try turning down your hostility for once? This is not 4chan y'know?
Post number #1026134, ID: 673e3f
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>>1026057 >Hostility I am not the one setting the enemy AI. >Work It rotates. And it also scale. I need it not to scale to zero. By some mean with only division and simple math, no fancy conditionals. Or abs
Post number #1026146, ID: c82a3d
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>>1026134 The enemy AI bullshit is all in your head, homie.
Post number #1026160, ID: ca9126
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>>1026146 it's the bigger building than your house, negero
Total number of posts: 7,
last modified on:
Fri Jan 1 00:00:00 1725145419
| ctrx = obj_player.x;
ctry = obj_player.y;
mpx = mouse_x -ctrx;
mpy = mouse_y- ctry;
hs = xstart -ctrx;
vs = ystart -ctry;
vsx = (vs ) *(mpx);
vsy = (vs) * (-mpy);
hsx = (hs) * (mpy);
hsy = (hs) * (mpx);
pv = vsy+hsy
ph = vsx+hsx
x = ctrx +mpx/5 + (pv)/(10)/1
y = ctry +mpy/5 + (ph)/(10)/2
it scales to 0 when projection usually dont