5 |
alarm[0] = 40alarm[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 |