6 |
alarm[0] = 15alarm[0]if live_call()
return global.live_result;
bomb_side = choose(1, 2, 3, 4)
var bomb_offset = 90
switch bomb_side
{
case 1:
var bomb = instance_create_depth((battle_box.x - 100), choose((battle_box.y - bomb_offset), (battle_box.y + bomb_offset)), -100, obj_battle_enemy_attack_axis_bomb_2)
bomb.gravity_direction = 180
bomb.direction = 0
break
case 2:
bomb = instance_create_depth(choose((battle_box.x - bomb_offset), (battle_box.x + bomb_offset)), (battle_box.y - 100), -100, obj_battle_enemy_attack_axis_bomb_2)
bomb.gravity_direction = 90
bomb.direction = 270
break
case 3:
bomb = instance_create_depth((battle_box.x + 100), choose((battle_box.y - bomb_offset), (battle_box.y + bomb_offset)), -100, obj_battle_enemy_attack_axis_bomb_2)
bomb.gravity_direction = 0
bomb.direction = 180
break
case 4:
bomb = instance_create_depth(choose((battle_box.x - bomb_offset), (battle_box.x + bomb_offset)), (battle_box.y + 100), -100, obj_battle_enemy_attack_axis_bomb_2)
bomb.gravity_direction = 270
bomb.direction = 90
break
}
bomb.image_angle = bomb.direction - 90
alarm[0] = attack_interval |