1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
state = 2; |
4 |
var xx = obj_heart_battle_fighting_parent.x; |
5 |
var yy = obj_heart_battle_fighting_parent.y + 5; |
6 |
var point_dir = point_direction(x, y, xx, yy); |
7 |
if (abs(angle_difference(direction, 0)) > 1 && state == 0) |
8 |
{ |
9 |
direction -= (angle_difference(direction, 0) * 0.3); |
10 |
} |
11 |
else |
12 |
{ |
13 |
state = 1; |
14 |
image_angle = 0; |
15 |
} |
16 |
if (state == 1) |
17 |
{ |
18 |
direction -= (angle_difference(direction, point_dir) * 0.15); |
19 |
if (shoot_timer > 0) |
20 |
{ |
21 |
if (can_shoot == false) |
22 |
shoot_timer--; |
23 |
} |
24 |
else |
25 |
{ |
26 |
draw_aim_line = true; |
27 |
audio_play_sound(snd_bullet_warning, 1, 0); |
28 |
can_shoot = true; |
29 |
shoot_timer = shoot_timer_max; |
30 |
} |
31 |
if (can_shoot == true) |
32 |
{ |
33 |
if (shoot_delay > 0) |
34 |
{ |
35 |
shoot_delay--; |
36 |
} |
37 |
else |
38 |
{ |
39 |
sprite_index = spr_guardener_guy_gun_gun_shoot; |
40 |
var bullet = instance_create_depth(x + 2, y - 6, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_bullet_b); |
41 |
bullet.image_angle = direction; |
42 |
audio_play_sound(snd_guardener_shoot, 1, 0); |
43 |
random_y_offset = choose(-10, 10); |
44 |
direction += (45 + random_y_offset); |
45 |
draw_aim_line = false; |
46 |
can_shoot = false; |
47 |
shoot_delay = shoot_delay_max; |
48 |
if (shoot_number > 0) |
49 |
shoot_number -= 1; |
50 |
else |
51 |
alarm[0] = 15; |
52 |
} |
53 |
} |
54 |
} |
55 |
image_alpha = lerp(image_alpha, 1, 0.2); |
56 |
image_angle = direction; |
57 |
x = obj_guardener_guy_c_gun.x + 20; |
58 |
y = obj_guardener_guy_c_gun.y - 15; |