| 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 variant = choose(1, 2); |
| 9 |
if (variant == 1) |
| 10 |
{ |
| 11 |
attack_turret[0] = instance_create_depth(battle_box.x - 15, battle_box.bbox_top - 20, -100, obj_battle_enemy_attack_axis_turret_geno); |
| 12 |
attack_turret[1] = instance_create_depth(battle_box.x, battle_box.bbox_top - 20, -100, obj_battle_enemy_attack_axis_turret_geno); |
| 13 |
attack_turret[2] = instance_create_depth(battle_box.x + 15, battle_box.bbox_top - 20, -100, obj_battle_enemy_attack_axis_turret_geno); |
| 14 |
} |
| 15 |
else |
| 16 |
{ |
| 17 |
attack_turret[0] = instance_create_depth(battle_box.x - 15, battle_box.bbox_bottom + 20, -100, obj_battle_enemy_attack_axis_turret_geno); |
| 18 |
attack_turret[1] = instance_create_depth(battle_box.x, battle_box.bbox_bottom + 20, -100, obj_battle_enemy_attack_axis_turret_geno); |
| 19 |
attack_turret[2] = instance_create_depth(battle_box.x + 15, battle_box.bbox_bottom + 20, -100, obj_battle_enemy_attack_axis_turret_geno); |
| 20 |
} |
| 21 |
variant = choose(1, 2); |
| 22 |
if (variant == 1) |
| 23 |
{ |
| 24 |
attack_turret[3] = instance_create_depth(battle_box.bbox_left - 20, battle_box.y - 15, -100, obj_battle_enemy_attack_axis_turret_geno); |
| 25 |
attack_turret[4] = instance_create_depth(battle_box.bbox_left - 20, battle_box.y, -100, obj_battle_enemy_attack_axis_turret_geno); |
| 26 |
attack_turret[5] = instance_create_depth(battle_box.bbox_left - 20, battle_box.y + 15, -100, obj_battle_enemy_attack_axis_turret_geno); |
| 27 |
} |
| 28 |
else |
| 29 |
{ |
| 30 |
attack_turret[3] = instance_create_depth(battle_box.bbox_right + 20, battle_box.y - 15, -100, obj_battle_enemy_attack_axis_turret_geno); |
| 31 |
attack_turret[4] = instance_create_depth(battle_box.bbox_right + 20, battle_box.y, -100, obj_battle_enemy_attack_axis_turret_geno); |
| 32 |
attack_turret[5] = instance_create_depth(battle_box.bbox_right + 20, battle_box.y + 15, -100, obj_battle_enemy_attack_axis_turret_geno); |
| 33 |
} |
| 34 |
for (var i = 0; i < array_length(attack_turret); i++) |
| 35 |
{ |
| 36 |
with (attack_turret[i]) |
| 37 |
{ |
| 38 |
if (x < battle_box.bbox_left) |
| 39 |
direction = 0; |
| 40 |
if (x > battle_box.bbox_right) |
| 41 |
direction = 180; |
| 42 |
if (y > battle_box.bbox_bottom) |
| 43 |
direction = 90; |
| 44 |
if (y < battle_box.bbox_top) |
| 45 |
direction = 270; |
| 46 |
} |
| 47 |
} |
| 48 |
break; |
| 49 |
case 50: |
| 50 |
case 57: |
| 51 |
with (obj_battle_enemy_attack_axis_turret_geno) |
| 52 |
{ |
| 53 |
if (other.attack_turret[other.excluded_number] != id && other.attack_turret[other.excluded_number_2] != id) |
| 54 |
alarm[1] |
| 55 |
} |
| 56 |
excluded_number = irandom_range(0, 2); |
| 57 |
excluded_number_2 = irandom_range(3, 5); |
| 58 |
break; |
| 59 |
case 64: |
| 60 |
with (obj_battle_enemy_attack_axis_turret_geno) |
| 61 |
{ |
| 62 |
if (other.attack_turret[other.excluded_number] != id && other.attack_turret[other.excluded_number_2] != id) |
| 63 |
alarm[1] |
| 64 |
} |
| 65 |
break; |
| 66 |
case 90: |
| 67 |
with (obj_battle_enemy_attack_axis_turret_geno) |
| 68 |
{ |
| 69 |
if (other.attack_turret[other.excluded_number] != id && other.attack_turret[other.excluded_number_2] != id) |
| 70 |
scene = 2; |
| 71 |
else |
| 72 |
scene = 4; |
| 73 |
} |
| 74 |
break; |
| 75 |
case 110: |
| 76 |
attack_count -= 1; |
| 77 |
if (attack_count > 0) |
| 78 |
attack_tick = 29; |
| 79 |
break; |
| 80 |
case 140: |
| 81 |
instance_destroy(); |
| 82 |
break; |
| 83 |
} |
| 84 |
attack_tick += 1; |