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1
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function scr_beatbulletscr_beatbullet
function scr_beatbullet()
{
var _frames = argument[1];
var _targetBeat = argument[2];
var _yTop = cameray();
var _yBottom = _yTop + 450;
if (argument_count > 5)
_yTop = argument[5];
if (argument_count > 6)
_yBottom = argument[6];
with (instance_create_depth(argument[0], _yTop, 0, obj_beatbullet))
{
endY = _yBottom;
targetX = argument[0];
follow = argument[4];
bpm = argument[3];
framesAway = 999;
frames = _frames;
image_alpha = 0;
bps = bpm / 60;
spb = 1 / bps;
bpf = bps / game_get_speed(gamespeed_fps);
if (snd_is_playing(global.currentsong[1]))
{
soundTimeStep = audio_sound_get_track_position(global.currentsong[1]);
beats = soundTimeStep / spb;
beatsPrev = beats;
targetBeat = floor(beats + _targetBeat);
inSync = true;
}
else
{
targetBeat = _targetBeat;
inSync = false;
}
}
} ()
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2
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{
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3
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var _frames = argument[1];
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4
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var _targetBeat = argument[2];
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5
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var _yTop = cameray();
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6
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var _yBottom = _yTop + 450;
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7
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if (argument_count > 5)
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8
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_yTop = argument[5];
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9
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if (argument_count > 6)
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10
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_yBottom = argument[6];
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11
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with (instance_create_depth(argument[0], _yTop, 0, obj_beatbullet))
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12
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{
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13
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endY = _yBottom;
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14
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targetX = argument[0];
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15
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follow = argument[4];
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16
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bpm = argument[3];
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17
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framesAway = 999;
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18
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frames = _frames;
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19
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image_alpha = 0;
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20
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bps = bpm / 60;
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21
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spb = 1 / bps;
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22
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bpf = bps / game_get_speed(gamespeed_fps);
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23
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if (snd_is_playing(global.currentsong[1]))
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24
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{
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25
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soundTimeStep = audio_sound_get_track_position(global.currentsong[1]);
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26
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beats = soundTimeStep / spb;
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27
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beatsPrev = beats;
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28
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targetBeat = floor(beats + _targetBeat);
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29
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inSync = true;
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30
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}
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31
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else
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32
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{
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33
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targetBeat = _targetBeat;
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34
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inSync = false;
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35
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}
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36
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}
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37
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}
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