6 |
alarm[0] = 15;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; |