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1
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function scr_musicalbattlebulletscr_musicalbattlebullet
function scr_musicalbattlebullet(arg0, arg1, arg2)
{
var _bulletDepth = 0;
var _bpm = 60;
var _yTop = -40;
var _instruments = [265, 266, 267, 268, 269, 270, 271];
var _instrumentsB = [272, 273, 274, 275, 276, 277, 278];
var _instrumentsAlt = [262, 263, 264];
var _xLanes = [180, 220, 260, 300, 340, 380, 420, 460];
var _yLanes = [280, 280, 280, 280, 280, 280, 280, 280];
var _laneType = [1, 1, 0, 0, 0, 0, 1, 1];
var _bps = _bpm / 60;
var _spb = 1 / _bps;
var _bpf = _bps / game_get_speed(gamespeed_fps);
var _laneSelected = arg0;
var _lanes = array_length_1d(_laneSelected);
for (var i = 0; i < _lanes; i++)
{
if (_laneSelected[i] == 1 || _laneSelected[i] == 2)
{
var _bullet = instance_create_depth(_xLanes[i], _yTop, _bulletDepth, obj_musicalbattlebullet);
if (_laneSelected[i] == 2)
_bullet.varianty = 300;
with (_bullet)
{
bulletType = _laneType[i];
image_index = bulletType;
if (bulletType == 1)
{
image_yscale *= 0.5;
image_alpha *= 0.7;
}
yTarget = _yLanes[i];
soundTimeStep = audio_sound_get_track_position(global.batmusic[1]);
beats = soundTimeStep / _spb;
var _length = audio_sound_length(global.batmusic[1]);
beatMax = _length / _spb;
bpf = _bpf;
spb = _spb;
beats = soundTimeStep / _spb;
targetBeat = ceil(beats) + arg1;
var _measure = (targetBeat div 2) % 2;
if (_measure)
instrument = _instrumentsB[irandom(6)];
else
instrument = _instruments[irandom(6)];
if (i == 1)
instrument = _instrumentsAlt[0];
if (i == 6)
instrument = _instrumentsAlt[1];
if (i == 7)
instrument = _instrumentsAlt[2];
frames = arg2;
framesAway = (targetBeat - beats) / _bpf;
if (framesAway < frames)
{
}
}
}
}
} (arg0, arg1, arg2)
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2
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{
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3
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var _bulletDepth = 0;
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4
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var _bpm = 60;
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5
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var _yTop = -40;
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6
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var _instruments = [265, 266, 267, 268, 269, 270, 271];
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7
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var _instrumentsB = [272, 273, 274, 275, 276, 277, 278];
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8
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var _instrumentsAlt = [262, 263, 264];
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9
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var _xLanes = [180, 220, 260, 300, 340, 380, 420, 460];
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10
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var _yLanes = [280, 280, 280, 280, 280, 280, 280, 280];
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11
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var _laneType = [1, 1, 0, 0, 0, 0, 1, 1];
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var _bps = _bpm / 60;
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var _spb = 1 / _bps;
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var _bpf = _bps / game_get_speed(gamespeed_fps);
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var _laneSelected = arg0;
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var _lanes = array_length_1d(_laneSelected);
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for (var i = 0; i < _lanes; i++)
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{
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if (_laneSelected[i] == 1 || _laneSelected[i] == 2)
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{
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var _bullet = instance_create_depth(_xLanes[i], _yTop, _bulletDepth, obj_musicalbattlebullet);
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if (_laneSelected[i] == 2)
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_bullet.varianty = 300;
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with (_bullet)
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{
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bulletType = _laneType[i];
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image_index = bulletType;
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if (bulletType == 1)
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{
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image_yscale *= 0.5;
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image_alpha *= 0.7;
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}
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yTarget = _yLanes[i];
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soundTimeStep = audio_sound_get_track_position(global.batmusic[1]);
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35
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beats = soundTimeStep / _spb;
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var _length = audio_sound_length(global.batmusic[1]);
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beatMax = _length / _spb;
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bpf = _bpf;
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spb = _spb;
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40
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beats = soundTimeStep / _spb;
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targetBeat = ceil(beats) + arg1;
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var _measure = (targetBeat div 2) % 2;
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if (_measure)
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instrument = _instrumentsB[irandom(6)];
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else
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instrument = _instruments[irandom(6)];
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if (i == 1)
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instrument = _instrumentsAlt[0];
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49
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if (i == 6)
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instrument = _instrumentsAlt[1];
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if (i == 7)
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instrument = _instrumentsAlt[2];
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53
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frames = arg2;
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framesAway = (targetBeat - beats) / _bpf;
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if (framesAway < frames)
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56
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{
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}
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}
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}
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}
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}
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