1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
var battle_box = 3154; |
4 |
var list_pos = irandom_range(0, ds_list_size(bullet_list) - 1); |
5 |
var bul_spawn = ds_list_find_value(bullet_list, list_pos); |
6 |
ds_list_delete(bullet_list, list_pos); |
7 |
switch (bul_spawn) |
8 |
{ |
9 |
case "middle": |
10 |
var bullet = instance_create_depth(battle_box.x, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1); |
11 |
bullet.attack_delay = 1; |
12 |
with (bullet) |
13 |
{ |
14 |
target_x = battle_box.x; |
15 |
target_y = 500; |
16 |
turn_rate = 0; |
17 |
} |
18 |
break; |
19 |
case "left": |
20 |
var bullet = instance_create_depth(battle_box.x + spawn_dist, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1); |
21 |
bullet.attack_delay = 1; |
22 |
with (bullet) |
23 |
{ |
24 |
target_x = battle_box.bbox_left - 50; |
25 |
target_y = 200; |
26 |
turn_rate = 0.07; |
27 |
} |
28 |
break; |
29 |
case "right": |
30 |
var bullet = instance_create_depth(battle_box.x - spawn_dist, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1); |
31 |
bullet.image_xscale = -1; |
32 |
bullet.attack_delay = 1; |
33 |
with (bullet) |
34 |
{ |
35 |
target_x = battle_box.bbox_right + 50; |
36 |
target_y = 200; |
37 |
turn_rate = 0.07; |
38 |
} |
39 |
break; |
40 |
} |
41 |
if (ds_list_size(bullet_list) > 0) |
42 |
{ |
43 |
} |
44 |
else if (wave_number > 0) |
45 |
{ |
46 |
ds_list_add(bullet_list, "left", "right"); |
47 |
wave_number -= 1; |
48 |
} |
49 |
else |
50 |
{ |
51 |
alarm[1] = 180; |
52 |
} |