1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
image_yscale = lerp(image_yscale, 1, 0.5); |
4 |
if (fade_out == true) |
5 |
{ |
6 |
image_alpha -= 0.2; |
7 |
if (image_alpha <= 0) |
8 |
instance_destroy(); |
9 |
} |
10 |
var arc_radius = 90; |
11 |
if (shoot_delay > 0) |
12 |
{ |
13 |
shoot_delay--; |
14 |
} |
15 |
else if (!destroy_self && bullet_count > 0) |
16 |
{ |
17 |
var xx = x - lengthdir_x(30, image_angle - 90); |
18 |
var yy = y - lengthdir_y(30, image_angle - 90); |
19 |
if (spawn_direction == -1) |
20 |
{ |
21 |
spawn_direction = point_direction(xx, yy, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y); |
22 |
direction_inc = arc_radius / bullet_count; |
23 |
direction_current = spawn_direction - (direction_inc * ((bullet_count - 1) * 0.5)); |
24 |
} |
25 |
var pellet = instance_create_depth(xx, yy, depth - 1, obj_battle_enemy_attack_fpellets_simple); |
26 |
pellet.direction = direction_current; |
27 |
pellet.speed = 6; |
28 |
shoot_delay = shoot_delay_max; |
29 |
bullet_count -= 1; |
30 |
direction_current += direction_inc; |
31 |
} |
32 |
if (bullet_count <= 0) |
33 |
destroy_self = true; |
34 |
if (destroy_self == true) |
35 |
fade_out = true; |