| 1 |
counter_current += 1; |
| 2 |
if (global.battle_phase == 1) |
| 3 |
{ |
| 4 |
var bullet_speed_temp = 0; |
| 5 |
while (bullet_speed_temp == 0) |
| 6 |
bullet_speed_temp = irandom_range(-2, 2); |
| 7 |
var bullet_offset_temp = irandom_range(0, 360); |
| 8 |
for (var i = 0; i < bullet_number; i++) |
| 9 |
{ |
| 10 |
var bullet = instance_create(0, 0, obj_battle_enemy_attack_ceroba_flower_barrage_bullet); |
| 11 |
bullet.attack_dir = bullet_offset_temp + ((i + 1) * (360 / bullet_number)); |
| 12 |
if (bullet.attack_dir > 360) |
| 13 |
bullet.attack_dir -= 360; |
| 14 |
bullet.bullet_speed_max = bullet_speed_temp; |
| 15 |
} |
| 16 |
} |
| 17 |
if (global.battle_phase == 2) |
| 18 |
{ |
| 19 |
var bullet_speed_temp = 0; |
| 20 |
while (bullet_speed_temp == 0) |
| 21 |
bullet_speed_temp = irandom_range(-2, 2); |
| 22 |
var bullet_offset_temp = irandom_range(0, 360); |
| 23 |
for (var i = 0; i < bullet_number; i++) |
| 24 |
{ |
| 25 |
var bullet = instance_create(320, 320, obj_battle_enemy_attack_ceroba_flower_barrage_bullet_flipped); |
| 26 |
bullet.attack_dir = bullet_offset_temp + ((i + 1) * (360 / bullet_number)); |
| 27 |
if (bullet.attack_dir > 360) |
| 28 |
bullet.attack_dir -= 360; |
| 29 |
bullet.bullet_speed_max = bullet_speed_temp; |
| 30 |
} |
| 31 |
} |
| 32 |
alarm[0] = spawn_delay;gml_Object_obj_battle_enemy_attack_ceroba_flower_barrage_checker_Alarm_0.gmlcounter_current += 1;
if (global.battle_phase == 1)
{
var bullet_speed_temp = 0;
while (bullet_speed_temp == 0)
bullet_speed_temp = irandom_range(-2, 2);
var bullet_offset_temp = irandom_range(0, 360);
for (var i = 0; i < bullet_number; i++)
{
var bullet = instance_create(0, 0, obj_battle_enemy_attack_ceroba_flower_barrage_bullet);
bullet.attack_dir = bullet_offset_temp + ((i + 1) * (360 / bullet_number));
if (bullet.attack_dir > 360)
bullet.attack_dir -= 360;
bullet.bullet_speed_max = bullet_speed_temp;
}
}
if (global.battle_phase == 2)
{
var bullet_speed_temp = 0;
while (bullet_speed_temp == 0)
bullet_speed_temp = irandom_range(-2, 2);
var bullet_offset_temp = irandom_range(0, 360);
for (var i = 0; i < bullet_number; i++)
{
var bullet = instance_create(320, 320, obj_battle_enemy_attack_ceroba_flower_barrage_bullet_flipped);
bullet.attack_dir = bullet_offset_temp + ((i + 1) * (360 / bullet_number));
if (bullet.attack_dir > 360)
bullet.attack_dir -= 360;
bullet.bullet_speed_max = bullet_speed_temp;
}
}
alarm[0] = spawn_delay;
spawn_delay -= 1; |
| 33 |
spawn_delay -= 1; |