}
game_object boss_motion(game_object object, game_object player){
- if(player.ytrail[7]<object.y){
+ if(((player.ytrail[7]<object.y)&&(abs(player.ytrail[7]-object.y)<310))||((player.ytrail[7]>object.y)&&(abs(player.ytrail[7]-object.y)>310))){
if(player.xtrail[7]<object.x){ object.direction = 7; };
if(player.xtrail[7]==object.x){ object.direction = 4; };
if(player.xtrail[7]>object.x){ object.direction = 1; };
};
- if(player.ytrail[7]>=object.y){
+ if(((player.ytrail[7]>object.y)&&(abs(player.ytrail[7]-object.y)<310))||((player.ytrail[7]<object.y)&&(abs(player.ytrail[7]-object.y)>310))){
if(player.xtrail[7]<object.x){ object.direction = 9; };
if(player.xtrail[7]==object.x){ object.direction = 6; };
if(player.xtrail[7]>object.x){ object.direction = 3; };
}
game_object crazy_motion(game_object object, game_object player){
- if(player.ytrail[9]<object.y){
+ if(((player.ytrail[9]<object.y)&&(abs(player.ytrail[9]-object.y)<310))||((player.ytrail[9]>object.y)&&(abs(player.ytrail[9]-object.y)>310))){
if(player.xtrail[9]<object.x){ object.direction = 7; };
if(player.xtrail[9]==object.x){ object.direction = 4; };
if(player.xtrail[9]>object.x){ object.direction = 1; };
};
- if(player.ytrail[9]>=object.y){
+ if(((player.ytrail[9]>object.y)&&(abs(player.ytrail[9]-object.y)<310))||((player.ytrail[9]<object.y)&&(abs(player.ytrail[9]-object.y)>310))){
if(player.xtrail[9]<object.x){ object.direction = 9; };
if(player.xtrail[9]==object.x){ object.direction = 6; };
if(player.xtrail[9]>object.x){ object.direction = 3; };
}
game_object missile_motion(game_object object, game_object lander){
- if(lander.y<object.y){
+ if(((lander.y<object.y)&&(abs(lander.y-object.y)<310))||((lander.y>object.y)&&(abs(lander.y-object.y)>310))){
if(lander.x<object.x){ object.x-- ; };
if(lander.x==object.x){ object.direction = 4; };
if(lander.x>object.x){ object.x++; };
};
- if(lander.y>=object.y){
+ if(((lander.y>object.y)&&(abs(lander.y-object.y)<310))||((lander.y<object.y)&&(abs(lander.y-object.y)>310))){
if(lander.x<object.x){ object.x--; };
if(lander.x==object.x){ object.direction = 6; };
if(lander.x>object.x){ object.x++; };