1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
var battle_box = 3154; |
4 |
var ball_offset = 30; |
5 |
switch (attack_tick) |
6 |
{ |
7 |
case 30: |
8 |
var bomb = instance_create_depth(battle_box.x - 40, battle_box.bbox_top - 30, -100, obj_battle_enemy_attack_axis_bomb_geno); |
9 |
break; |
10 |
case 60: |
11 |
var bomb = instance_create_depth(battle_box.x + 40, battle_box.bbox_top - 30, -100, obj_battle_enemy_attack_axis_bomb_geno); |
12 |
break; |
13 |
case 90: |
14 |
var bomb = instance_create_depth(battle_box.bbox_left - 30, battle_box.y, -100, obj_battle_enemy_attack_axis_bomb_geno); |
15 |
bomb.gravity_direction = 0; |
16 |
break; |
17 |
case 105: |
18 |
var bomb = instance_create_depth(battle_box.bbox_right + 30, battle_box.y - 40, -100, obj_battle_enemy_attack_axis_bomb_geno); |
19 |
bomb.gravity_direction = 180; |
20 |
break; |
21 |
case 120: |
22 |
var bomb = instance_create_depth(battle_box.bbox_left - 30, battle_box.y + 40, -100, obj_battle_enemy_attack_axis_bomb_geno); |
23 |
bomb.gravity_direction = 0; |
24 |
break; |
25 |
case 150: |
26 |
var bomb = instance_create_depth(battle_box.x, battle_box.bbox_bottom + 40, -100, obj_battle_enemy_attack_axis_bomb_geno); |
27 |
bomb.gravity_direction = 90; |
28 |
break; |
29 |
case 180: |
30 |
var bomb = instance_create_depth(battle_box.x, battle_box.bbox_bottom + 40, -100, obj_battle_enemy_attack_axis_bomb_geno); |
31 |
bomb.gravity_direction = 90; |
32 |
break; |
33 |
case 210: |
34 |
var bomb = instance_create_depth(battle_box.bbox_left - 30, battle_box.y - 40, -100, obj_battle_enemy_attack_axis_bomb_geno); |
35 |
bomb.gravity_direction = 0; |
36 |
break; |
37 |
case 270: |
38 |
instance_destroy(); |
39 |
break; |
40 |
} |
41 |
attack_tick += 1; |