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 |
} |