1 |
var counter_timer_max = -1; |
2 |
switch (counter_current) |
3 |
{ |
4 |
case 0: |
5 |
var dir_inc = 180 / bullet_spawn_number; |
6 |
for (var i = bullet_spawn_number; i > 0; i--) |
7 |
{ |
8 |
var dir_current = (bullet_spawn_direction - 180) + (dir_inc * i); |
9 |
var xx = 320 + lengthdir_x(bullet_spawn_distance, dir_current); |
10 |
var yy = 320 + lengthdir_y(bullet_spawn_distance, dir_current); |
11 |
var new_bullet = instance_create(xx, yy, obj_battle_enemy_attack_ceroba_arc_diamond); |
12 |
new_bullet.bullet_distance = bullet_spawn_distance; |
13 |
new_bullet.bullet_dir_current = dir_current; |
14 |
} |
15 |
counter_current++; |
16 |
break; |
17 |
case 1: |
18 |
counter_timer_max = 300; |
19 |
break; |
20 |
case 2: |
21 |
instance_destroy(); |
22 |
break; |
23 |
} |
24 |
if (counter_timer == -1 && counter_timer_max != -1) |
25 |
counter_timer = counter_timer_max; |
26 |
if (counter_timer > 0) |
27 |
{ |
28 |
counter_timer--; |
29 |
} |
30 |
else if (counter_timer != -1) |
31 |
{ |
32 |
counter_timer = -1; |
33 |
counter_current += 1; |
34 |
} |
35 |
with (obj_battle_enemy_attack_ceroba_arc_diamond) |
36 |
{ |
37 |
if (image_alpha >= 1) |
38 |
{ |
39 |
part_emitter_region(other.part_diamond_sys, other.part_diamond_em, x, x, y, y, 0, 0); |
40 |
part_emitter_burst(other.part_diamond_sys, other.part_diamond_em, other.part_diamond_trail, 1); |
41 |
} |
42 |
} |