1 |
audio_play_sound(snd_enemy_bullet_shot, 1, 0) |
2 |
var bullet = instance_create(x, y, obj_battle_enemy_attack_ceroba_flower_spray_bullet) |
3 |
bullet.speed = bullet_speed |
4 |
bullet.direction = (point_direction(x, y, 320, 320)) + bullet_spread |
5 |
if (bullet_spread_inc == true) |
6 |
{ |
7 |
if (bullet_spread < bullet_spread_max) |
8 |
bullet_spread += bullet_spread_amount |
9 |
else |
10 |
{ |
11 |
bullet_spread_inc = false |
12 |
bullet_spread -= (bullet_spread_amount / 2) |
13 |
} |
14 |
} |
15 |
else if (bullet_spread > ((-bullet_spread_max) - bullet_spread_amount / 2)) |
16 |
bullet_spread -= bullet_spread_amount |
17 |
else |
18 |
{ |
19 |
bullet_spread_inc = true |
20 |
bullet_spread += (bullet_spread_amount / 2) |
21 |
} |
22 |
alarm[0] = 2alarm[0]audio_play_sound(snd_enemy_bullet_shot, 1, 0)
var bullet = instance_create(x, y, obj_battle_enemy_attack_ceroba_flower_spray_bullet)
bullet.speed = bullet_speed
bullet.direction = (point_direction(x, y, 320, 320)) + bullet_spread
if (bullet_spread_inc == true)
{
if (bullet_spread < bullet_spread_max)
bullet_spread += bullet_spread_amount
else
{
bullet_spread_inc = false
bullet_spread -= (bullet_spread_amount / 2)
}
}
else if (bullet_spread > ((-bullet_spread_max) - bullet_spread_amount / 2))
bullet_spread -= bullet_spread_amount
else
{
bullet_spread_inc = true
bullet_spread += (bullet_spread_amount / 2)
}
alarm[0] = 2
image_xscale = 1.5
image_yscale = 1.5 |
23 |
image_xscale = 1.5 |
24 |
image_yscale = 1.5 |