1 |
counter_current += 1; |
2 |
if (global.battle_phase == 1) |
3 |
{ |
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 |
} |
17 |
if (global.battle_phase == 2) |
18 |
{ |
19 |
var bullet_speed_temp = 0; |
20 |
while (bullet_speed_temp == 0) |
21 |
bullet_speed_temp = irandom_range(-2, 2); |
22 |
var bullet_offset_temp = irandom_range(0, 360); |
23 |
for (var i = 0; i < bullet_number; i++) |
24 |
{ |
25 |
var bullet = instance_create(320, 320, obj_battle_enemy_attack_ceroba_flower_barrage_bullet_flipped); |
26 |
bullet.attack_dir = bullet_offset_temp + ((i + 1) * (360 / bullet_number)); |
27 |
if (bullet.attack_dir > 360) |
28 |
bullet.attack_dir -= 360; |
29 |
bullet.bullet_speed_max = bullet_speed_temp; |
30 |
} |
31 |
} |
32 |
alarm[0] = spawn_delay;gml_Object_obj_battle_enemy_attack_ceroba_flower_barrage_checker_Alarm_0.gmlcounter_current += 1;
if (global.battle_phase == 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;
}
}
if (global.battle_phase == 2)
{
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(320, 320, obj_battle_enemy_attack_ceroba_flower_barrage_bullet_flipped);
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;
spawn_delay -= 1; |
33 |
spawn_delay -= 1; |