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 |
|
25 |
if (counter_timer == -1 && counter_timer_max != -1) |
26 |
counter_timer = counter_timer_max |
27 |
if (counter_timer > 0) |
28 |
counter_timer-- |
29 |
else if (counter_timer != -1) |
30 |
{ |
31 |
counter_timer = -1 |
32 |
counter_current += 1 |
33 |
} |
34 |
with (obj_battle_enemy_attack_ceroba_arc_diamond) |
35 |
{ |
36 |
if (image_alpha >= 1) |
37 |
{ |
38 |
part_emitter_region(other.part_diamond_sys, other.part_diamond_em, x, x, y, y, 0, 0) |
39 |
part_emitter_burst(other.part_diamond_sys, other.part_diamond_em, other.part_diamond_trail, 1) |
40 |
} |
41 |
} |