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 "middle": |
10 |
var bullet = instance_create_depth(battle_box.x, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1) |
11 |
bullet.attack_delay = 1 |
12 |
with (bullet) |
13 |
{ |
14 |
target_x = battle_box.x |
15 |
target_y = 500 |
16 |
turn_rate = 0 |
17 |
} |
18 |
break |
19 |
case "left": |
20 |
bullet = instance_create_depth((battle_box.x + spawn_dist), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1) |
21 |
bullet.attack_delay = 1 |
22 |
with (bullet) |
23 |
{ |
24 |
target_x = battle_box.bbox_left - 50 |
25 |
target_y = 200 |
26 |
turn_rate = 0.07 |
27 |
} |
28 |
break |
29 |
case "right": |
30 |
bullet = instance_create_depth((battle_box.x - spawn_dist), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1) |
31 |
bullet.image_xscale = -1 |
32 |
bullet.attack_delay = 1 |
33 |
with (bullet) |
34 |
{ |
35 |
target_x = battle_box.bbox_right + 50 |
36 |
target_y = 200 |
37 |
turn_rate = 0.07 |
38 |
} |
39 |
break |
40 |
} |
41 |
|
42 |
if (ds_list_size(bullet_list) > 0) |
43 |
{ |
44 |
} |
45 |
else if (wave_number > 0) |
46 |
{ |
47 |
ds_list_add(bullet_list, "left", "right") |
48 |
wave_number -= 1 |
49 |
} |
50 |
else |
51 |
alarm[1] = 180alarm[1]if live_call()
return global.live_result;
instance_destroy() |