|
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.gml
if (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;
|