1 |
var battle_box = obj_dialogue_box_battle_transformation_any |
2 |
var current_side = choose("hor", "ver") |
3 |
if (current_side == "hor") |
4 |
{ |
5 |
var spawn_x = choose((battle_box.bbox_left - 80), (battle_box.bbox_right + 80)) |
6 |
var spawn_y = irandom_range((battle_box.bbox_top - 80), (battle_box.bbox_bottom + 80)) |
7 |
} |
8 |
else |
9 |
{ |
10 |
spawn_y = choose((battle_box.bbox_top - 80), (battle_box.bbox_bottom + 80)) |
11 |
spawn_x = irandom_range((battle_box.bbox_left - 80), (battle_box.bbox_right + 80)) |
12 |
} |
13 |
var ball = instance_create_depth(spawn_x, spawn_y, -100, obj_battle_enemy_attack_axis_energy_ball_boss) |
14 |
ball.direction = point_direction(ball.x, ball.y, battle_box.x, battle_box.y) |
15 |
ball.speed = 5 |
16 |
if (attack_count > 0) |
17 |
{ |
18 |
attack_count -= 1 |
19 |
alarm[0] = attack_intervalalarm[0]var battle_box = obj_dialogue_box_battle_transformation_any
var current_side = choose("hor", "ver")
if (current_side == "hor")
{
var spawn_x = choose((battle_box.bbox_left - 80), (battle_box.bbox_right + 80))
var spawn_y = irandom_range((battle_box.bbox_top - 80), (battle_box.bbox_bottom + 80))
}
else
{
spawn_y = choose((battle_box.bbox_top - 80), (battle_box.bbox_bottom + 80))
spawn_x = irandom_range((battle_box.bbox_left - 80), (battle_box.bbox_right + 80))
}
var ball = instance_create_depth(spawn_x, spawn_y, -100, obj_battle_enemy_attack_axis_energy_ball_boss)
ball.direction = point_direction(ball.x, ball.y, battle_box.x, battle_box.y)
ball.speed = 5
if (attack_count > 0)
{
attack_count -= 1
alarm[0] = attack_interval
}
else
instance_destroy() |
20 |
} |
21 |
else |
22 |
instance_destroy() |