| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
switch (attack_tick) |
| 4 |
{ |
| 5 |
case 60: |
| 6 |
var snake_spawn_x; |
| 7 |
do |
| 8 |
snake_spawn_x = choose(battle_box.bbox_left + 20, battle_box.x, battle_box.bbox_right - 20); |
| 9 |
until (snake_spawn_x != snake_spawn_last); |
| 10 |
var snake = instance_create_depth(snake_spawn_x, choose(battle_box.bbox_top - 40, battle_box.bbox_bottom + 40), -50, obj_battle_enemy_attack_slither_snake_snake); |
| 11 |
if (snake.y < battle_box.y) |
| 12 |
snake.direction = 270; |
| 13 |
else |
| 14 |
snake.direction = 90; |
| 15 |
snake.image_angle = snake.direction; |
| 16 |
snake.speed = 3; |
| 17 |
snake_spawn_last = snake_spawn_x; |
| 18 |
attack_tick = 0; |
| 19 |
break; |
| 20 |
} |
| 21 |
attack_tick += 1; |