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1
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function scr_beatbullet_2scr_beatbullet_2
function scr_beatbullet_2()
{
var _frames = argument[1];
var _targetBeat = argument[2];
var _yTop = cameray();
var _yBottom = _yTop + 450;
var _loopOffset = argument[6] + 2;
var _fadeInFrames = 15;
if (argument_count > 7)
_yTop = argument[7];
if (argument_count > 8)
_yBottom = argument[8];
if (argument_count > 9)
_fadeInFrames = argument[9];
var _horizontal = false;
if (argument_count > 10)
_horizontal = argument[10];
var _bullet;
if (!_horizontal)
_bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2);
else
_bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2);
with (_bullet)
{
horizontal = _horizontal;
if (horizontal)
image_angle = 90;
endY = _yBottom;
targetX = argument[0];
follow = argument[4];
bpm = argument[3];
framesAway = 999;
frames = _frames;
fadeSpeed = _fadeInFrames;
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]);
var _length = audio_sound_length(global.currentsong[1]);
beats = soundTimeStep / spb;
beatMax = _length / spb;
beatsPrev = beats;
looping = argument[5];
beatLoop = _targetBeat;
loopOffset = _loopOffset;
if (looping == 0)
targetBeat = _targetBeat;
else
targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset;
inSync = true;
}
else
{
beatMax = 9999;
loopOffset = _loopOffset;
looping = argument[5];
beatLoop = _targetBeat;
targetBeat = _targetBeat + loopOffset;
inSync = false;
}
}
return _bullet;
} ()
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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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var _loopOffset = argument[6] + 2;
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8
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var _fadeInFrames = 15;
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9
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if (argument_count > 7)
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10
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_yTop = argument[7];
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11
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if (argument_count > 8)
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12
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_yBottom = argument[8];
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13
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if (argument_count > 9)
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14
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_fadeInFrames = argument[9];
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15
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var _horizontal = false;
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16
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if (argument_count > 10)
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17
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_horizontal = argument[10];
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18
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var _bullet;
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19
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if (!_horizontal)
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20
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_bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2);
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21
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else
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22
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_bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2);
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23
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with (_bullet)
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24
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{
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25
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horizontal = _horizontal;
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26
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if (horizontal)
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27
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image_angle = 90;
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28
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endY = _yBottom;
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29
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targetX = argument[0];
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30
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follow = argument[4];
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31
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bpm = argument[3];
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32
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framesAway = 999;
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33
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frames = _frames;
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34
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fadeSpeed = _fadeInFrames;
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35
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image_alpha = 0;
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36
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bps = bpm / 60;
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37
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spb = 1 / bps;
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38
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bpf = bps / game_get_speed(gamespeed_fps);
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39
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if (snd_is_playing(global.currentsong[1]))
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40
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{
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41
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soundTimeStep = audio_sound_get_track_position(global.currentsong[1]);
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42
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var _length = audio_sound_length(global.currentsong[1]);
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43
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beats = soundTimeStep / spb;
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44
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beatMax = _length / spb;
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45
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beatsPrev = beats;
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46
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looping = argument[5];
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47
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beatLoop = _targetBeat;
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48
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loopOffset = _loopOffset;
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49
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if (looping == 0)
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50
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targetBeat = _targetBeat;
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51
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else
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52
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targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset;
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53
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inSync = true;
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54
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}
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55
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else
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56
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{
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57
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beatMax = 9999;
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58
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loopOffset = _loopOffset;
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59
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looping = argument[5];
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60
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beatLoop = _targetBeat;
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61
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targetBeat = _targetBeat + loopOffset;
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62
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inSync = false;
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63
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}
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64
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}
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65
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return _bullet;
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66
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}
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