1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch attack_tick |
4 |
{ |
5 |
case 60: |
6 |
do |
7 |
{ |
8 |
var snake_spawn_x = choose((battle_box.bbox_left + 20), battle_box.x, (battle_box.bbox_right - 20)) |
9 |
} until (snake_spawn_x != snake_spawn_last); |
10 |
var snake = instance_create_depth(snake_spawn_x, choose((battle_box.bbox_top - 40), (battle_box.bbox_bottom + 40)), -50, obj_battle_enemy_attack_slither_snake_snake) |
11 |
if (snake.y < battle_box.y) |
12 |
snake.direction = 270 |
13 |
else |
14 |
snake.direction = 90 |
15 |
snake.image_angle = snake.direction |
16 |
snake.speed = 3 |
17 |
snake_spawn_last = snake_spawn_x |
18 |
attack_tick = 0 |
19 |
break |
20 |
} |
21 |
|
22 |
attack_tick += 1 |