|
1
|
var battle_box = 3155;
|
|
2
|
attack_timer = room_speed * 6;
|
|
3
|
var ball_spawn_timer = room_speed * 3;
|
|
4
|
var sword_spawn_timer = room_speed * 1;
|
|
5
|
sword_dist = 100;
|
|
6
|
sword_spawn_x = irandom_range(battle_box.bbox_left + 4 + (sword_dist / 2), battle_box.bbox_right - 4 - (sword_dist / 2));
|
|
7
|
instance_create_depth(sword_spawn_x - (sword_dist * 0.5), battle_box.bbox_top - 4, -999999, obj_attack_moray_balls_sword);
|
|
8
|
alarm[1] = ball_spawn_timer; gml_Object_obj_attack_moray_balls_controller_Alarm_1.gml
var battle_box = 3155;
instance_create(battle_box.bbox_left - 7, battle_box.bbox_top - 7, obj_attack_moray_balls_ball);
instance_create(battle_box.bbox_right + 7, battle_box.bbox_top - 7, obj_attack_moray_balls_ball);
alarm[0] = attack_timer;
|
|
9
|
alarm[2] = sword_spawn_timer; gml_Object_obj_attack_moray_balls_controller_Alarm_2.gml
var battle_box = 3155;
instance_create_depth(sword_spawn_x + (sword_dist * 0.5), battle_box.bbox_top - 4, -999999, obj_attack_moray_balls_sword);
|
|
10
|
scr_enable_battle_box_surfacescr_enable_battle_box_surface
function scr_enable_battle_box_surface()
{
if (!instance_exists(obj_surface_drawer))
instance_create_depth(0, 0, -999, obj_surface_drawer);
} ();
|