1 |
if live_call() |
2 |
return global.live_result; |
3 |
var battle_box = obj_dialogue_box_battle_transformation_any |
4 |
var ball_offset = 30 |
5 |
var bomb = -4 |
6 |
switch scene |
7 |
{ |
8 |
case 0: |
9 |
for (var i = 0; i < bullet_number_max; i++) |
10 |
{ |
11 |
if (timer == floor(i * (360 / bullet_number_max / bullet_speed))) |
12 |
{ |
13 |
var bullet = instance_create_depth(battle_box.x, (battle_box.y - bullet_distance), -1100, obj_battle_enemy_attack_axis_turret_circling_geno) |
14 |
bullet.bullet_speed = bullet_speed * bullet_spin_dir |
15 |
bullet.attack_dir = bullet_attack_dir |
16 |
bullet.bullet_spawner = id |
17 |
bullet.attack_distance = bullet_distance |
18 |
bullet_number_current += 1 |
19 |
} |
20 |
} |
21 |
if (bullet_number_current >= bullet_number_max) |
22 |
scene += 1 |
23 |
timer += 1 |
24 |
break |
25 |
case 1: |
26 |
cutscene_wait(0.5) |
27 |
break |
28 |
case 2: |
29 |
bullet_distance -= 3 |
30 |
with (obj_battle_enemy_attack_axis_turret_circling_geno) |
31 |
attack_distance = other.bullet_distance |
32 |
if (bullet_distance <= bullet_distance_min) |
33 |
scene++ |
34 |
break |
35 |
case 3: |
36 |
audio_play_sound(snd_bullet_warning, 1, 0) |
37 |
with (obj_battle_enemy_attack_axis_turret_circling_geno) |
38 |
{ |
39 |
image_xscale = 1.5 |
40 |
image_yscale = 1.5 |
41 |
bullet_speed = 0 |
42 |
can_track = false |
43 |
} |
44 |
scene++ |
45 |
break |
46 |
case 4: |
47 |
bullet_distance -= 1 |
48 |
cutscene_wait(0.25) |
49 |
break |
50 |
case 5: |
51 |
with (obj_battle_enemy_attack_axis_turret_circling_geno) |
52 |
{ |
53 |
image_speed = 1 |
54 |
scene = 1 |
55 |
} |
56 |
scene++ |
57 |
break |
58 |
case 6: |
59 |
if (!instance_exists(obj_battle_enemy_attack_axis_turret_circling_geno)) |
60 |
{ |
61 |
attack_count -= 1 |
62 |
if (attack_count <= 0) |
63 |
instance_destroy() |
64 |
else |
65 |
{ |
66 |
timer = 0 |
67 |
scene = 0 |
68 |
bullet_number_current = 0 |
69 |
bullet_distance = 100 |
70 |
bullet_attack_dir = irandom_range(1, 360) |
71 |
bullet_spin_dir = choose(-1, 1) |
72 |
} |
73 |
} |
74 |
break |
75 |
} |