| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
var battle_box = 3154; |
| 4 |
var ball_offset = 30; |
| 5 |
var bomb = -4; |
| 6 |
switch (scene) |
| 7 |
{ |
| 8 |
case 0: |
| 9 |
for (var i = 0; i < bullet_number_max; i++) |
| 10 |
{ |
| 11 |
if (timer == floor(i * (360 / bullet_number_max / bullet_speed))) |
| 12 |
{ |
| 13 |
var bullet = instance_create_depth(battle_box.x, battle_box.y - bullet_distance, -1100, obj_battle_enemy_attack_axis_turret_circling_geno); |
| 14 |
bullet.bullet_speed = bullet_speed * bullet_spin_dir; |
| 15 |
bullet.attack_dir = bullet_attack_dir; |
| 16 |
bullet.bullet_spawner = id; |
| 17 |
bullet.attack_distance = bullet_distance; |
| 18 |
bullet_number_current += 1; |
| 19 |
} |
| 20 |
} |
| 21 |
if (bullet_number_current >= bullet_number_max) |
| 22 |
scene += 1; |
| 23 |
timer += 1; |
| 24 |
break; |
| 25 |
case 1: |
| 26 |
cutscene_wait(0.5); |
| 27 |
break; |
| 28 |
case 2: |
| 29 |
bullet_distance -= 3; |
| 30 |
with (obj_battle_enemy_attack_axis_turret_circling_geno) |
| 31 |
attack_distance = other.bullet_distance; |
| 32 |
if (bullet_distance <= bullet_distance_min) |
| 33 |
scene++; |
| 34 |
break; |
| 35 |
case 3: |
| 36 |
audio_play_sound(snd_bullet_warning, 1, 0); |
| 37 |
with (obj_battle_enemy_attack_axis_turret_circling_geno) |
| 38 |
{ |
| 39 |
image_xscale = 1.5; |
| 40 |
image_yscale = 1.5; |
| 41 |
bullet_speed = 0; |
| 42 |
can_track = false; |
| 43 |
} |
| 44 |
scene++; |
| 45 |
break; |
| 46 |
case 4: |
| 47 |
bullet_distance -= 1; |
| 48 |
cutscene_wait(0.25); |
| 49 |
break; |
| 50 |
case 5: |
| 51 |
with (obj_battle_enemy_attack_axis_turret_circling_geno) |
| 52 |
{ |
| 53 |
image_speed = 1; |
| 54 |
scene = 1; |
| 55 |
} |
| 56 |
scene++; |
| 57 |
break; |
| 58 |
case 6: |
| 59 |
if (!instance_exists(obj_battle_enemy_attack_axis_turret_circling_geno)) |
| 60 |
{ |
| 61 |
attack_count -= 1; |
| 62 |
if (attack_count <= 0) |
| 63 |
{ |
| 64 |
instance_destroy(); |
| 65 |
} |
| 66 |
else |
| 67 |
{ |
| 68 |
timer = 0; |
| 69 |
scene = 0; |
| 70 |
bullet_number_current = 0; |
| 71 |
bullet_distance = 100; |
| 72 |
bullet_attack_dir = irandom_range(1, 360); |
| 73 |
bullet_spin_dir = choose(-1, 1); |
| 74 |
} |
| 75 |
} |
| 76 |
break; |
| 77 |
} |