1 |
for (var i = 0; i < bullet_number_max; i++) |
2 |
{ |
3 |
if (timer == floor(i * (360 / bullet_number_max / bullet_speed))) |
4 |
{ |
5 |
var bullet = instance_create(obj_heart_battle_fighting_red.x, (obj_heart_battle_fighting_red.y - 80), obj_battle_enemy_attack_ceroba_fire_circle_fireball) |
6 |
bullet.bullet_speed = bullet_speed |
7 |
bullet.attack_dir = attack_dir |
8 |
bullet.bullet_spawner = id |
9 |
bullet_number_current += 1 |
10 |
} |
11 |
} |
12 |
if (bullet_number_current >= bullet_number_max) |
13 |
{ |
14 |
if (!alarm[0]) |
15 |
alarm[0] = 5alarm[0]with (obj_battle_enemy_attack_ceroba_fire_circle_fireball)
{
if (state == 0 && bullet_spawner == other.id)
state = 1
} |
16 |
} |
17 |
timer += 1 |