1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
bomb_side = choose(1, 2, 3, 4); |
4 |
var bomb_offset = 90; |
5 |
var bomb; |
6 |
switch (bomb_side) |
7 |
{ |
8 |
case 1: |
9 |
bomb = instance_create_depth(battle_box.x - 100, choose(battle_box.y - bomb_offset, battle_box.y + bomb_offset), -100, obj_battle_enemy_attack_axis_bomb_2); |
10 |
bomb.gravity_direction = 180; |
11 |
bomb.direction = 0; |
12 |
break; |
13 |
case 2: |
14 |
bomb = instance_create_depth(choose(battle_box.x - bomb_offset, battle_box.x + bomb_offset), battle_box.y - 100, -100, obj_battle_enemy_attack_axis_bomb_2); |
15 |
bomb.gravity_direction = 90; |
16 |
bomb.direction = 270; |
17 |
break; |
18 |
case 3: |
19 |
bomb = instance_create_depth(battle_box.x + 100, choose(battle_box.y - bomb_offset, battle_box.y + bomb_offset), -100, obj_battle_enemy_attack_axis_bomb_2); |
20 |
bomb.gravity_direction = 0; |
21 |
bomb.direction = 180; |
22 |
break; |
23 |
case 4: |
24 |
bomb = instance_create_depth(choose(battle_box.x - bomb_offset, battle_box.x + bomb_offset), battle_box.y + 100, -100, obj_battle_enemy_attack_axis_bomb_2); |
25 |
bomb.gravity_direction = 270; |
26 |
bomb.direction = 90; |
27 |
break; |
28 |
} |
29 |
bomb.image_angle = bomb.direction - 90; |
30 |
alarm[0] = attack_interval;gml_Object_obj_battle_enemy_attack_axis_lobbing_bombs_2_Alarm_0.gmlif (live_call())
return global.live_result;
bomb_side = choose(1, 2, 3, 4);
var bomb_offset = 90;
var bomb;
switch (bomb_side)
{
case 1:
bomb = instance_create_depth(battle_box.x - 100, choose(battle_box.y - bomb_offset, battle_box.y + bomb_offset), -100, obj_battle_enemy_attack_axis_bomb_2);
bomb.gravity_direction = 180;
bomb.direction = 0;
break;
case 2:
bomb = instance_create_depth(choose(battle_box.x - bomb_offset, battle_box.x + bomb_offset), battle_box.y - 100, -100, obj_battle_enemy_attack_axis_bomb_2);
bomb.gravity_direction = 90;
bomb.direction = 270;
break;
case 3:
bomb = instance_create_depth(battle_box.x + 100, choose(battle_box.y - bomb_offset, battle_box.y + bomb_offset), -100, obj_battle_enemy_attack_axis_bomb_2);
bomb.gravity_direction = 0;
bomb.direction = 180;
break;
case 4:
bomb = instance_create_depth(choose(battle_box.x - bomb_offset, battle_box.x + bomb_offset), battle_box.y + 100, -100, obj_battle_enemy_attack_axis_bomb_2);
bomb.gravity_direction = 270;
bomb.direction = 90;
break;
}
bomb.image_angle = bomb.direction - 90;
alarm[0] = attack_interval; |