|
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.gml
if (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;
|