1 |
if (init == 0) |
2 |
{ |
3 |
init = 1; |
4 |
if (crushedObj != 1) |
5 |
offsetCap = (crushedObj == 2) ? 15 : 0; |
6 |
} |
7 |
if (vbounce == 1) |
8 |
{ |
9 |
if (y > bottomy) |
10 |
{ |
11 |
y = bottomy - 1; |
12 |
vspeed = -abs(vspeed); |
13 |
} |
14 |
if (y < topy) |
15 |
{ |
16 |
y = topy + 1; |
17 |
vspeed = abs(vspeed); |
18 |
} |
19 |
} |
20 |
siner += 0.4; |
21 |
x = xstart + (sin(siner / 6) * 60); |
22 |
shoottimer++; |
23 |
if (shoottimer >= 54) |
24 |
{ |
25 |
var b = 0; |
26 |
repeat (3) |
27 |
{ |
28 |
radialshot = instance_create(x, y, obj_collidebullet); |
29 |
with (radialshot) |
30 |
scr_bullet_initscr_bullet_initfunction scr_bullet_init()
{
grazed = 0;
grazetimer = 0;
destroyonhit = 1;
target = 0;
inv = 60;
damage = 10;
element = 0;
grazepoints = 1;
timepoints = 1;
active = 1;
updateimageangle = 0;
} (); |
31 |
radialshot.sprite_index = spr_diamondbullet; |
32 |
radialshot.direction = point_direction(radialshot.x, radialshot.y, obj_heart.x + 10, obj_heart.y + 10); |
33 |
radialshot.image_angle = radialshot.direction; |
34 |
radialshot.image_xscale = 1; |
35 |
radialshot.image_yscale = 1; |
36 |
radialshot.image_blend = c_red; |
37 |
radialshot.active = 1; |
38 |
radialshot.speed = 3.5; |
39 |
radialshot.friction = -0.33 + b; |
40 |
radialshot.depth = depth - 1; |
41 |
radialshot.target = target; |
42 |
radialshot.damage = damage; |
43 |
radialshot.grazed = 0; |
44 |
radialshot.element = 6; |
45 |
shoottimer = 0; |
46 |
b += 0.07; |
47 |
} |
48 |
} |