| 1 |
var spin_speed_max = 5; |
| 2 |
var spin_speed_inc = 0.15; |
| 3 |
var bullet_shoot_speed = 5; |
| 4 |
if (bullet_fade_delay > 0) |
| 5 |
{ |
| 6 |
bullet_fade_delay--; |
| 7 |
} |
| 8 |
else if (image_alpha < 1) |
| 9 |
{ |
| 10 |
image_alpha += 0.15; |
| 11 |
if (!alarm[0]) |
| 12 |
alarm[0] = bullet_spin_time; |
| 13 |
} |
| 14 |
switch (bullet_state) |
| 15 |
{ |
| 16 |
case 1: |
| 17 |
x = 320 + lengthdir_x(bullet_distance, bullet_dir_current); |
| 18 |
y = 320 + lengthdir_y(bullet_distance, bullet_dir_current); |
| 19 |
bullet_dir_current += bullet_spin_speed; |
| 20 |
if (bullet_spin_speed < spin_speed_max) |
| 21 |
bullet_spin_speed += spin_speed_inc; |
| 22 |
break; |
| 23 |
case 2: |
| 24 |
speed = bullet_shoot_speed; |
| 25 |
var battle_box = 3154; |
| 26 |
if (point_in_rectangle(x, y, battle_box.bbox_left + 15, battle_box.bbox_top + 15, battle_box.bbox_right - 15, battle_box.bbox_bottom - 15)) |
| 27 |
bullet_state = 3; |
| 28 |
break; |
| 29 |
case 3: |
| 30 |
var battle_box = 3154; |
| 31 |
var next_position_x = x + lengthdir_x(speed, direction); |
| 32 |
var next_position_y = y + lengthdir_y(speed, direction); |
| 33 |
var boundary_left = battle_box.bbox_left + 10; |
| 34 |
var boundary_top = battle_box.bbox_top + 10; |
| 35 |
var boundary_right = battle_box.bbox_right - 10; |
| 36 |
var boundary_bottom = battle_box.bbox_bottom - 10; |
| 37 |
if (!point_in_rectangle(next_position_x, next_position_y, boundary_left, boundary_top, boundary_right, boundary_bottom)) |
| 38 |
{ |
| 39 |
if ((next_position_x > boundary_right || next_position_x < boundary_left) && (next_position_y > boundary_bottom || next_position_y < boundary_top)) |
| 40 |
{ |
| 41 |
direction -= 180; |
| 42 |
} |
| 43 |
else if (next_position_x > boundary_right) |
| 44 |
{ |
| 45 |
if (direction > 180) |
| 46 |
direction -= 90; |
| 47 |
else |
| 48 |
direction += 90; |
| 49 |
} |
| 50 |
else if (next_position_x < boundary_left) |
| 51 |
{ |
| 52 |
if (direction > 180) |
| 53 |
direction += 90; |
| 54 |
else |
| 55 |
direction -= 90; |
| 56 |
} |
| 57 |
else if (next_position_y > boundary_bottom) |
| 58 |
{ |
| 59 |
if (direction > 270) |
| 60 |
direction += 90; |
| 61 |
else |
| 62 |
direction -= 90; |
| 63 |
} |
| 64 |
else if (next_position_y < boundary_top) |
| 65 |
{ |
| 66 |
if (direction > 90) |
| 67 |
direction += 90; |
| 68 |
else |
| 69 |
direction -= 90; |
| 70 |
} |
| 71 |
direction += irandom_range(-20, 20); |
| 72 |
x = xprevious; |
| 73 |
y = yprevious; |
| 74 |
audio_play_sound(snd_decibatbouncewave1, 1, 0); |
| 75 |
} |
| 76 |
break; |
| 77 |
} |
| 78 |
if (place_meeting(x, y, obj_heart_battle_fighting_parent) && obj_heart_battle_fighting_parent.vulnerable) |
| 79 |
{ |
| 80 |
if (!instance_exists(obj_battle_enemy_attack_ceroba_white_soul)) |
| 81 |
instance_create(obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y, obj_battle_enemy_attack_ceroba_white_soul); |
| 82 |
else |
| 83 |
obj_battle_enemy_attack_ceroba_white_soul.alarm[0] = 30; |
| 84 |
} |