1 |
if (attack_spray_state > 0) |
2 |
return; |
3 |
audio_play_sound(snd_enemy_bullet_shot, 1, 0) |
4 |
for (var a = 0; a < array_length_1d(bullet_number); a++) |
5 |
{ |
6 |
for (var i = 0; i < bullet_number[a]; i++) |
7 |
{ |
8 |
var bullet = instance_create(x, y, obj_battle_enemy_attack_ceroba_flower_spray_bullet) |
9 |
var bullet_arc = (bullet_number[a] - 1) * bullet_spread / 2 |
10 |
bullet.speed = bullet_speed[a] |
11 |
bullet.direction = (point_direction(x, y, 320, 320)) - bullet_arc + i * bullet_spread |
12 |
} |
13 |
} |
14 |
alarm[0] = 16alarm[0]if (attack_spray_state > 0)
return;
audio_play_sound(snd_enemy_bullet_shot, 1, 0)
for (var a = 0; a < array_length_1d(bullet_number); a++)
{
for (var i = 0; i < bullet_number[a]; i++)
{
var bullet = instance_create(x, y, obj_battle_enemy_attack_ceroba_flower_spray_bullet)
var bullet_arc = (bullet_number[a] - 1) * bullet_spread / 2
bullet.speed = bullet_speed[a]
bullet.direction = (point_direction(x, y, 320, 320)) - bullet_arc + i * bullet_spread
}
}
alarm[0] = 16
image_xscale = 1.5
image_yscale = 1.5 |
15 |
image_xscale = 1.5 |
16 |
image_yscale = 1.5 |