| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
var list_pos = irandom_range(0, ds_list_size(bullet_list) - 1); |
| 4 |
var bul_spawn = ds_list_find_value(bullet_list, list_pos); |
| 5 |
ds_list_delete(bullet_list, list_pos); |
| 6 |
switch (bul_spawn) |
| 7 |
{ |
| 8 |
case "left": |
| 9 |
var bullet = instance_create_depth(battle_box.bbox_left + 20, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1); |
| 10 |
bullet.target_x = battle_box.bbox_right; |
| 11 |
bullet.target_y = battle_box.bbox_top - 70; |
| 12 |
bullet.turn_rate = 0.065; |
| 13 |
break; |
| 14 |
case "middle": |
| 15 |
var bullet = instance_create_depth(battle_box.x, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1); |
| 16 |
bullet.target_x = 320; |
| 17 |
bullet.target_y = battle_box.bbox_bottom; |
| 18 |
break; |
| 19 |
case "right": |
| 20 |
var bullet = instance_create_depth(battle_box.bbox_right - 20, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1); |
| 21 |
bullet.target_x = battle_box.bbox_left; |
| 22 |
bullet.target_y = battle_box.bbox_top - 70; |
| 23 |
bullet.turn_rate = 0.065; |
| 24 |
break; |
| 25 |
} |
| 26 |
if (ds_list_size(bullet_list) > 0) |
| 27 |
{ |
| 28 |
alarm[0] = bullet_offset;gml_Object_obj_battle_enemy_attack_ceroba_phase_1_bullets_Alarm_0.gmlif (live_call())
return global.live_result;
var list_pos = irandom_range(0, ds_list_size(bullet_list) - 1);
var bul_spawn = ds_list_find_value(bullet_list, list_pos);
ds_list_delete(bullet_list, list_pos);
switch (bul_spawn)
{
case "left":
var bullet = instance_create_depth(battle_box.bbox_left + 20, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1);
bullet.target_x = battle_box.bbox_right;
bullet.target_y = battle_box.bbox_top - 70;
bullet.turn_rate = 0.065;
break;
case "middle":
var bullet = instance_create_depth(battle_box.x, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1);
bullet.target_x = 320;
bullet.target_y = battle_box.bbox_bottom;
break;
case "right":
var bullet = instance_create_depth(battle_box.bbox_right - 20, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1);
bullet.target_x = battle_box.bbox_left;
bullet.target_y = battle_box.bbox_top - 70;
bullet.turn_rate = 0.065;
break;
}
if (ds_list_size(bullet_list) > 0)
{
alarm[0] = bullet_offset;
}
else if (wave_number > 0)
{
ds_list_add(bullet_list, "left", "middle", "right");
alarm[0] = bullet_offset * 10;
wave_number -= 1;
}
else
{
alarm[1] = 160;
} |
| 29 |
} |
| 30 |
else if (wave_number > 0) |
| 31 |
{ |
| 32 |
ds_list_add(bullet_list, "left", "middle", "right"); |
| 33 |
alarm[0] = bullet_offset * 10;gml_Object_obj_battle_enemy_attack_ceroba_phase_1_bullets_Alarm_0.gmlif (live_call())
return global.live_result;
var list_pos = irandom_range(0, ds_list_size(bullet_list) - 1);
var bul_spawn = ds_list_find_value(bullet_list, list_pos);
ds_list_delete(bullet_list, list_pos);
switch (bul_spawn)
{
case "left":
var bullet = instance_create_depth(battle_box.bbox_left + 20, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1);
bullet.target_x = battle_box.bbox_right;
bullet.target_y = battle_box.bbox_top - 70;
bullet.turn_rate = 0.065;
break;
case "middle":
var bullet = instance_create_depth(battle_box.x, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1);
bullet.target_x = 320;
bullet.target_y = battle_box.bbox_bottom;
break;
case "right":
var bullet = instance_create_depth(battle_box.bbox_right - 20, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1);
bullet.target_x = battle_box.bbox_left;
bullet.target_y = battle_box.bbox_top - 70;
bullet.turn_rate = 0.065;
break;
}
if (ds_list_size(bullet_list) > 0)
{
alarm[0] = bullet_offset;
}
else if (wave_number > 0)
{
ds_list_add(bullet_list, "left", "middle", "right");
alarm[0] = bullet_offset * 10;
wave_number -= 1;
}
else
{
alarm[1] = 160;
} |
| 34 |
wave_number -= 1; |
| 35 |
} |
| 36 |
else |
| 37 |
{ |
| 38 |
alarm[1] = 160; |
| 39 |
} |