1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
var attack_offset = 50; |
4 |
var soul = 2979; |
5 |
var spawn_dir = random_range(0, 360); |
6 |
var bullet_count = 12; |
7 |
var bullet_dist = 40; |
8 |
var active_bullet = irandom_range(0, bullet_count - 1) * bullet_count; |
9 |
var i = 0; |
10 |
while (i <= 360) |
11 |
{ |
12 |
var xx = soul.x + lengthdir_x(bullet_dist, spawn_dir + i); |
13 |
var yy = soul.y + lengthdir_y(bullet_dist, spawn_dir + i); |
14 |
var bullet = instance_create_depth(xx, yy, -300, obj_flowey_1_attack_surround_pellet); |
15 |
bullet.alarm[0] = i / bullet_count; |
16 |
bullet.alarm[1] = 40; |
17 |
bullet.direction = point_direction(soul.x, soul.y, bullet.x, bullet.y); |
18 |
bullet.bullet_dist = bullet_dist; |
19 |
i += (360 / bullet_count); |
20 |
} |
21 |
alarm[1] = attack_offset;gml_Object_obj_flowey_1_attack_surround_pellets_creator_Alarm_1.gmlif (live_call())
return global.live_result;
var attack_offset = 50;
var soul = 2979;
var spawn_dir = random_range(0, 360);
var bullet_count = 12;
var bullet_dist = 40;
var active_bullet = irandom_range(0, bullet_count - 1) * bullet_count;
var i = 0;
while (i <= 360)
{
var xx = soul.x + lengthdir_x(bullet_dist, spawn_dir + i);
var yy = soul.y + lengthdir_y(bullet_dist, spawn_dir + i);
var bullet = instance_create_depth(xx, yy, -300, obj_flowey_1_attack_surround_pellet);
bullet.alarm[0] = i / bullet_count;
bullet.alarm[1] = 40;
bullet.direction = point_direction(soul.x, soul.y, bullet.x, bullet.y);
bullet.bullet_dist = bullet_dist;
i += (360 / bullet_count);
}
alarm[1] = attack_offset; |