1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
var bullet_number = 6; |
4 |
var bullet_spawn_timer = 12; |
5 |
var wave_spawn_timer = bullet_spawn_timer * 3; |
6 |
var bullet_speed = 4; |
7 |
var i = bullet_spawn_direction; |
8 |
while (i < (360 + bullet_spawn_direction)) |
9 |
{ |
10 |
var fireball = instance_create_depth(x, y, depth + 1, obj_ceroba_attack_fireball); |
11 |
ds_list_add(fireball_list, fireball); |
12 |
fireball.direction = i; |
13 |
fireball.speed = bullet_speed; |
14 |
i += (360 / bullet_number); |
15 |
} |
16 |
bullet_spawn_direction += bullet_spawn_direction_inc; |
17 |
image_xscale = 1.5; |
18 |
image_yscale = 1.5; |
19 |
shot_count -= 1; |
20 |
if (shot_count > 0) |
21 |
{ |
22 |
alarm[0] = bullet_spawn_timer;gml_Object_obj_ceroba_phase_2_opener_lamp_Alarm_0.gmlif (live_call())
return global.live_result;
var bullet_number = 6;
var bullet_spawn_timer = 12;
var wave_spawn_timer = bullet_spawn_timer * 3;
var bullet_speed = 4;
var i = bullet_spawn_direction;
while (i < (360 + bullet_spawn_direction))
{
var fireball = instance_create_depth(x, y, depth + 1, obj_ceroba_attack_fireball);
ds_list_add(fireball_list, fireball);
fireball.direction = i;
fireball.speed = bullet_speed;
i += (360 / bullet_number);
}
bullet_spawn_direction += bullet_spawn_direction_inc;
image_xscale = 1.5;
image_yscale = 1.5;
shot_count -= 1;
if (shot_count > 0)
{
alarm[0] = bullet_spawn_timer;
}
else if (wave_count > 1)
{
shot_count = 3;
wave_count -= 1;
alarm[0] = wave_spawn_timer;
}
else
{
fade_out = true;
} |
23 |
} |
24 |
else if (wave_count > 1) |
25 |
{ |
26 |
shot_count = 3; |
27 |
wave_count -= 1; |
28 |
alarm[0] = wave_spawn_timer;gml_Object_obj_ceroba_phase_2_opener_lamp_Alarm_0.gmlif (live_call())
return global.live_result;
var bullet_number = 6;
var bullet_spawn_timer = 12;
var wave_spawn_timer = bullet_spawn_timer * 3;
var bullet_speed = 4;
var i = bullet_spawn_direction;
while (i < (360 + bullet_spawn_direction))
{
var fireball = instance_create_depth(x, y, depth + 1, obj_ceroba_attack_fireball);
ds_list_add(fireball_list, fireball);
fireball.direction = i;
fireball.speed = bullet_speed;
i += (360 / bullet_number);
}
bullet_spawn_direction += bullet_spawn_direction_inc;
image_xscale = 1.5;
image_yscale = 1.5;
shot_count -= 1;
if (shot_count > 0)
{
alarm[0] = bullet_spawn_timer;
}
else if (wave_count > 1)
{
shot_count = 3;
wave_count -= 1;
alarm[0] = wave_spawn_timer;
}
else
{
fade_out = true;
} |
29 |
} |
30 |
else |
31 |
{ |
32 |
fade_out = true; |
33 |
} |