1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
counter_current += 1; |
4 |
var bullet_speed_temp = 0; |
5 |
while (bullet_speed_temp == 0) |
6 |
bullet_speed_temp = irandom_range(-2, 2); |
7 |
var bullet_offset_temp = irandom_range(0, 360); |
8 |
for (var i = 0; i < bullet_number; i++) |
9 |
{ |
10 |
var bullet = instance_create(0, 0, obj_battle_enemy_attack_ceroba_flower_barrage_bullet); |
11 |
bullet.attack_dir = bullet_offset_temp + ((i + 1) * (360 / bullet_number)); |
12 |
if (bullet.attack_dir > 360) |
13 |
bullet.attack_dir -= 360; |
14 |
bullet.bullet_speed_max = bullet_speed_temp; |
15 |
} |
16 |
alarm[0] = spawn_delay;gml_Object_obj_battle_enemy_attack_ceroba_black_hole_checker_Alarm_0.gmlif (live_call())
return global.live_result;
counter_current += 1;
var bullet_speed_temp = 0;
while (bullet_speed_temp == 0)
bullet_speed_temp = irandom_range(-2, 2);
var bullet_offset_temp = irandom_range(0, 360);
for (var i = 0; i < bullet_number; i++)
{
var bullet = instance_create(0, 0, obj_battle_enemy_attack_ceroba_flower_barrage_bullet);
bullet.attack_dir = bullet_offset_temp + ((i + 1) * (360 / bullet_number));
if (bullet.attack_dir > 360)
bullet.attack_dir -= 360;
bullet.bullet_speed_max = bullet_speed_temp;
}
alarm[0] = spawn_delay; |