|
1
|
btimer++;
|
|
2
|
headangle = (obj_rouxls_enemy.y - 40) / 1.75;
|
|
3
|
if (btimer <= (difficulty ? 8 : 15))
|
|
4
|
{
|
|
5
|
if (btimer == (difficulty ? 8 : 15))
|
|
6
|
{
|
|
7
|
var xx = thrash.headx - scr_orbitxscr_orbitx
function scr_orbitx(arg0, arg1, arg2, arg3, arg4)
{
if (arg4 == 0)
return arg2;
var __theta = point_direction(arg0, arg1, arg2, arg3);
var __radius = point_distance(arg0, arg1, arg2, arg3);
__theta += arg4;
return arg0 + lengthdir_x(__radius, __theta);
} (0, 0, 45, 0, headangle);
|
|
8
|
var yy = thrash.heady - scr_orbityscr_orbity
function scr_orbity(arg0, arg1, arg2, arg3, arg4)
{
if (arg4 == 0)
return arg3;
var __theta = point_direction(arg0, arg1, arg2, arg3);
var __radius = point_distance(arg0, arg1, arg2, arg3);
__theta += arg4;
return arg1 + lengthdir_y(__radius, __theta);
} (0, 0, 45, 0, headangle);
|
|
9
|
snd_play_x(snd_spearappear, 1, 1.2);
|
|
10
|
d = scr_bullet_createscr_bullet_create
function scr_bullet_create(arg0, arg1, arg2)
{
var __newbullet = instance_create(arg0, arg1, arg2);
__newbullet.damage = damage;
__newbullet.target = target;
if (variable_instance_exists(self, "element"))
__newbullet.element = element;
return __newbullet;
} (xx, yy, obj_thrash_laserbullet);
|
|
11
|
d.grazepoints = grazepoints;
|
|
12
|
d.direction = 0;
|
|
13
|
d.attackdirection = lastattack;
|
|
14
|
}
|
|
15
|
}
|
|
16
|
if (btimer >= (difficulty ? 13 : 25))
|
|
17
|
{
|
|
18
|
btimer = 0;
|
|
19
|
var nextattack = irandom(1);
|
|
20
|
if (nextattack == lastattack)
|
|
21
|
nextattack = 2;
|
|
22
|
lastangle = attackangle;
|
|
23
|
attackangle = (nextattack * 90) + 90;
|
|
24
|
lastattack = nextattack;
|
|
25
|
}
|
|
26
|
thrash.headangle = headangle;
|