| 1 |
var counter_timer_max = -1; |
| 2 |
switch (counter_current) |
| 3 |
{ |
| 4 |
case 0: |
| 5 |
var dir_inc = 180 / bullet_spawn_number; |
| 6 |
for (var i = bullet_spawn_number; i > 0; i--) |
| 7 |
{ |
| 8 |
var dir_current = (bullet_spawn_direction - 180) + (dir_inc * i); |
| 9 |
var xx = 320 + lengthdir_x(bullet_spawn_distance, dir_current); |
| 10 |
var yy = 320 + lengthdir_y(bullet_spawn_distance, dir_current); |
| 11 |
var new_bullet = instance_create(xx, yy, obj_battle_enemy_attack_ceroba_arc_diamond); |
| 12 |
new_bullet.bullet_distance = bullet_spawn_distance; |
| 13 |
new_bullet.bullet_dir_current = dir_current; |
| 14 |
} |
| 15 |
counter_current++; |
| 16 |
break; |
| 17 |
case 1: |
| 18 |
counter_timer_max = 300; |
| 19 |
break; |
| 20 |
case 2: |
| 21 |
instance_destroy(); |
| 22 |
break; |
| 23 |
} |
| 24 |
if (counter_timer == -1 && counter_timer_max != -1) |
| 25 |
counter_timer = counter_timer_max; |
| 26 |
if (counter_timer > 0) |
| 27 |
{ |
| 28 |
counter_timer--; |
| 29 |
} |
| 30 |
else if (counter_timer != -1) |
| 31 |
{ |
| 32 |
counter_timer = -1; |
| 33 |
counter_current += 1; |
| 34 |
} |
| 35 |
with (obj_battle_enemy_attack_ceroba_arc_diamond) |
| 36 |
{ |
| 37 |
if (image_alpha >= 1) |
| 38 |
{ |
| 39 |
part_emitter_region(other.part_diamond_sys, other.part_diamond_em, x, x, y, y, 0, 0); |
| 40 |
part_emitter_burst(other.part_diamond_sys, other.part_diamond_em, other.part_diamond_trail, 1); |
| 41 |
} |
| 42 |
} |