| 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 |
} |