|
1
|
if (room == room_dw_cyber_music_final)
|
|
2
|
{
|
|
3
|
safeAreaLeft = 640;
|
|
4
|
safeAreaRight = 1000;
|
|
5
|
lanesSeparation = 60;
|
|
6
|
newBulletsEvery = 4;
|
|
7
|
lanesCount = room_width div lanesSeparation;
|
|
8
|
}
|
|
9
|
if (room == room_dw_cyber_maze_rhythm)
|
|
10
|
{
|
|
11
|
safeAreaLeft = 120;
|
|
12
|
safeAreaRight = 520;
|
|
13
|
lanesSeparation = 68;
|
|
14
|
newBulletsEvery = 2;
|
|
15
|
lanesCount = 800;
|
|
16
|
}
|
|
17
|
if (room == room_dw_cyber_music_bullet)
|
|
18
|
{
|
|
19
|
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;
} (570, 45, 1, bpm, -4, 4, 0, 1840, 2120);
|
|
20
|
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;
} (630, 45, 3, bpm, -4, 4, 0, 1840, 2120);
|
|
21
|
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;
} (690, 45, 1, bpm, -4, 4, 0, 1840, 2120);
|
|
22
|
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;
} (750, 45, 3, bpm, -4, 4, 0, 1840, 2120);
|
|
23
|
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;
} (810, 45, 1, bpm, -4, 4, 0, 1840, 2120);
|
|
24
|
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;
} (870, 45, 3, bpm, -4, 4, 0, 1840, 2120);
|
|
25
|
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;
} (570, 30, 1, bpm, -4, 8, 0, 1128, 1400);
|
|
26
|
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;
} (630, 30, 3, bpm, -4, 8, 0, 1128, 1400);
|
|
27
|
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;
} (630, 30, 7, bpm, -4, 8, 0, 1128, 1400);
|
|
28
|
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;
} (690, 30, 5, bpm, -4, 8, 0, 1128, 1400);
|
|
29
|
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;
} (750, 30, 1, bpm, -4, 8, 0, 1128, 1400);
|
|
30
|
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;
} (810, 30, 3, bpm, -4, 8, 0, 1128, 1400);
|
|
31
|
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;
} (810, 30, 7, bpm, -4, 8, 0, 1128, 1400);
|
|
32
|
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;
} (870, 30, 5, bpm, -4, 8, 0, 1128, 1400);
|
|
33
|
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;
} (570, 30, 1, bpm, -4, 4, 0, 100, 360);
|
|
34
|
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;
} (630, 30, 3, bpm, -4, 4, 0, 100, 360);
|
|
35
|
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;
} (690, 30, 1, bpm, -4, 4, 0, 100, 360);
|
|
36
|
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;
} (750, 30, 3, bpm, -4, 4, 0, 100, 360);
|
|
37
|
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;
} (810, 30, 1, bpm, -4, 4, 0, 100, 360);
|
|
38
|
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;
} (870, 30, 3, bpm, -4, 4, 0, 100, 360);
|
|
39
|
}
|
|
40
|
if (room == room_dw_cyber_maze_virokun)
|
|
41
|
{
|
|
42
|
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;
} (440, 45, 1, bpm, -4, 2, 0, 60, 320);
|
|
43
|
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;
} (520, 45, 2, bpm, -4, 2, 0, 60, 320);
|
|
44
|
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;
} (600, 45, 1, bpm, -4, 2, 0, 60, 320);
|
|
45
|
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;
} (760, 45, 1, bpm, -4, 2, 0, 60, 320);
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|
46
|
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;
} (840, 45, 2, bpm, -4, 2, 0, 60, 320);
|
|
47
|
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;
} (920, 45, 1, bpm, -4, 2, 0, 60, 320);
|
|
48
|
}
|