1 |
if live_call() |
2 |
return global.live_result; |
3 |
var battle_box = obj_dialogue_box_battle_transformation_any |
4 |
var list_pos = irandom_range(0, (ds_list_size(bullet_list) - 1)) |
5 |
var bul_spawn = ds_list_find_value(bullet_list, list_pos) |
6 |
ds_list_delete(bullet_list, list_pos) |
7 |
switch bul_spawn |
8 |
{ |
9 |
case "left": |
10 |
var bullet = instance_create_depth((battle_box.x + 25), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1) |
11 |
with (bullet) |
12 |
{ |
13 |
target_x = battle_box.bbox_left - 50 |
14 |
target_y = 200 |
15 |
turn_rate = 0.07 |
16 |
} |
17 |
break |
18 |
case "right": |
19 |
bullet = instance_create_depth((battle_box.x - 25), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1) |
20 |
bullet.image_xscale = -1 |
21 |
with (bullet) |
22 |
{ |
23 |
target_x = battle_box.bbox_right + 50 |
24 |
target_y = 200 |
25 |
turn_rate = 0.07 |
26 |
} |
27 |
break |
28 |
} |
29 |
|
30 |
if (ds_list_size(bullet_list) > 0) |
31 |
alarm[0] = bullet_offsetalarm[0]if live_call()
return global.live_result;
var battle_box = obj_dialogue_box_battle_transformation_any
var list_pos = irandom_range(0, (ds_list_size(bullet_list) - 1))
var bul_spawn = ds_list_find_value(bullet_list, list_pos)
ds_list_delete(bullet_list, list_pos)
switch bul_spawn
{
case "left":
var bullet = instance_create_depth((battle_box.x + 25), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1)
with (bullet)
{
target_x = battle_box.bbox_left - 50
target_y = 200
turn_rate = 0.07
}
break
case "right":
bullet = instance_create_depth((battle_box.x - 25), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1)
bullet.image_xscale = -1
with (bullet)
{
target_x = battle_box.bbox_right + 50
target_y = 200
turn_rate = 0.07
}
break
}
if (ds_list_size(bullet_list) > 0)
alarm[0] = bullet_offset
else if (wave_number > 0)
{
ds_list_add(bullet_list, "left", "middle", "right")
alarm[0] = bullet_offset * 7
wave_number -= 1
}
else
alarm[1] = 180 |
32 |
else if (wave_number > 0) |
33 |
{ |
34 |
ds_list_add(bullet_list, "left", "middle", "right") |
35 |
alarm[0] = bullet_offset * 7alarm[0]if live_call()
return global.live_result;
var battle_box = obj_dialogue_box_battle_transformation_any
var list_pos = irandom_range(0, (ds_list_size(bullet_list) - 1))
var bul_spawn = ds_list_find_value(bullet_list, list_pos)
ds_list_delete(bullet_list, list_pos)
switch bul_spawn
{
case "left":
var bullet = instance_create_depth((battle_box.x + 25), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1)
with (bullet)
{
target_x = battle_box.bbox_left - 50
target_y = 200
turn_rate = 0.07
}
break
case "right":
bullet = instance_create_depth((battle_box.x - 25), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1)
bullet.image_xscale = -1
with (bullet)
{
target_x = battle_box.bbox_right + 50
target_y = 200
turn_rate = 0.07
}
break
}
if (ds_list_size(bullet_list) > 0)
alarm[0] = bullet_offset
else if (wave_number > 0)
{
ds_list_add(bullet_list, "left", "middle", "right")
alarm[0] = bullet_offset * 7
wave_number -= 1
}
else
alarm[1] = 180 |
36 |
wave_number -= 1 |
37 |
} |
38 |
else |
39 |
alarm[1] = 180alarm[1]if live_call()
return global.live_result;
instance_destroy() |