1 |
if live_call() |
2 |
return global.live_result; |
3 |
var bullet_number = 6 |
4 |
var bullet_spawn_timer = 12 |
5 |
var wave_spawn_timer = bullet_spawn_timer * 3 |
6 |
var bullet_speed = 4 |
7 |
for (var i = bullet_spawn_direction; i < (360 + bullet_spawn_direction); i += (360 / bullet_number)) |
8 |
{ |
9 |
var fireball = instance_create_depth(x, y, (depth + 1), obj_ceroba_attack_fireball) |
10 |
ds_list_add(fireball_list, fireball) |
11 |
fireball.direction = i |
12 |
fireball.speed = bullet_speed |
13 |
} |
14 |
bullet_spawn_direction += bullet_spawn_direction_inc |
15 |
image_xscale = 1.5 |
16 |
image_yscale = 1.5 |
17 |
shot_count -= 1 |
18 |
if (shot_count > 0) |
19 |
alarm[0] = bullet_spawn_timeralarm[0]if live_call()
return global.live_result;
var bullet_number = 6
var bullet_spawn_timer = 12
var wave_spawn_timer = bullet_spawn_timer * 3
var bullet_speed = 4
for (var i = bullet_spawn_direction; i < (360 + bullet_spawn_direction); i += (360 / bullet_number))
{
var fireball = instance_create_depth(x, y, (depth + 1), obj_ceroba_attack_fireball)
ds_list_add(fireball_list, fireball)
fireball.direction = i
fireball.speed = bullet_speed
}
bullet_spawn_direction += bullet_spawn_direction_inc
image_xscale = 1.5
image_yscale = 1.5
shot_count -= 1
if (shot_count > 0)
alarm[0] = bullet_spawn_timer
else if (wave_count > 1)
{
shot_count = 3
wave_count -= 1
alarm[0] = wave_spawn_timer
}
else
fade_out = true |
20 |
else if (wave_count > 1) |
21 |
{ |
22 |
shot_count = 3 |
23 |
wave_count -= 1 |
24 |
alarm[0] = wave_spawn_timeralarm[0]if live_call()
return global.live_result;
var bullet_number = 6
var bullet_spawn_timer = 12
var wave_spawn_timer = bullet_spawn_timer * 3
var bullet_speed = 4
for (var i = bullet_spawn_direction; i < (360 + bullet_spawn_direction); i += (360 / bullet_number))
{
var fireball = instance_create_depth(x, y, (depth + 1), obj_ceroba_attack_fireball)
ds_list_add(fireball_list, fireball)
fireball.direction = i
fireball.speed = bullet_speed
}
bullet_spawn_direction += bullet_spawn_direction_inc
image_xscale = 1.5
image_yscale = 1.5
shot_count -= 1
if (shot_count > 0)
alarm[0] = bullet_spawn_timer
else if (wave_count > 1)
{
shot_count = 3
wave_count -= 1
alarm[0] = wave_spawn_timer
}
else
fade_out = true |
25 |
} |
26 |
else |
27 |
fade_out = true |