1 |
counter_current += 1 |
2 |
if (global.battle_phase == 1) |
3 |
{ |
4 |
for (var bullet_speed_temp = 0; bullet_speed_temp == 0; bullet_speed_temp = irandom_range(-2, 2)) |
5 |
{ |
6 |
} |
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 |
for (bullet_speed_temp = 0; bullet_speed_temp == 0; bullet_speed_temp = irandom_range(-2, 2)) |
20 |
{ |
21 |
} |
22 |
bullet_offset_temp = irandom_range(0, 360) |
23 |
for (i = 0; i < bullet_number; i++) |
24 |
{ |
25 |
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_delayalarm[0]counter_current += 1
if (global.battle_phase == 1)
{
for (var bullet_speed_temp = 0; 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)
{
for (bullet_speed_temp = 0; bullet_speed_temp == 0; bullet_speed_temp = irandom_range(-2, 2))
{
}
bullet_offset_temp = irandom_range(0, 360)
for (i = 0; i < bullet_number; i++)
{
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 |