1 |
if live_call() |
2 |
return global.live_result; |
3 |
state = 2 |
4 |
var xx = obj_heart_battle_fighting_parent.x |
5 |
var yy = obj_heart_battle_fighting_parent.y + 5 |
6 |
var point_dir = point_direction(x, y, xx, yy) |
7 |
if (abs(angle_difference(direction, 0)) > 1 && state == 0) |
8 |
direction -= ((angle_difference(direction, 0)) * 0.3) |
9 |
else |
10 |
{ |
11 |
state = 1 |
12 |
image_angle = 0 |
13 |
} |
14 |
if (state == 1) |
15 |
{ |
16 |
direction -= ((angle_difference(direction, point_dir)) * 0.15) |
17 |
if (shoot_timer > 0) |
18 |
{ |
19 |
if (can_shoot == false) |
20 |
shoot_timer-- |
21 |
} |
22 |
else |
23 |
{ |
24 |
draw_aim_line = true |
25 |
audio_play_sound(snd_bullet_warning, 1, 0) |
26 |
can_shoot = true |
27 |
shoot_timer = shoot_timer_max |
28 |
} |
29 |
if (can_shoot == true) |
30 |
{ |
31 |
if (shoot_delay > 0) |
32 |
shoot_delay-- |
33 |
else |
34 |
{ |
35 |
sprite_index = spr_guardener_guy_gun_gun_shoot |
36 |
var bullet = instance_create_depth((x + 2), (y - 6), (obj_heart_battle_fighting_parent.depth - 1), obj_battle_enemy_attack_guardener_bullet_b) |
37 |
bullet.image_angle = direction |
38 |
audio_play_sound(snd_guardener_shoot, 1, 0) |
39 |
random_y_offset = choose(-10, 10) |
40 |
direction += (45 + random_y_offset) |
41 |
draw_aim_line = false |
42 |
can_shoot = false |
43 |
shoot_delay = shoot_delay_max |
44 |
if (shoot_number > 0) |
45 |
shoot_number -= 1 |
46 |
else |
47 |
alarm[0] = 15alarm[0]instance_destroy(obj_battle_enemy_attack_guardener_attack_12) |
48 |
} |
49 |
} |
50 |
} |
51 |
image_alpha = lerp(image_alpha, 1, 0.2) |
52 |
image_angle = direction |
53 |
x = obj_guardener_guy_c_gun.x + 20 |
54 |
y = obj_guardener_guy_c_gun.y - 15 |