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function scr_beatbullet_2scr_beatbullet_2function 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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{ |
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var _frames = argument[1]; |
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var _targetBeat = argument[2]; |
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var _yTop = cameray(); |
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var _yBottom = _yTop + 450; |
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var _loopOffset = argument[6] + 2; |
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var _fadeInFrames = 15; |
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if (argument_count > 7) |
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_yTop = argument[7]; |
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if (argument_count > 8) |
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_yBottom = argument[8]; |
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if (argument_count > 9) |
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_fadeInFrames = argument[9]; |
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var _horizontal = false; |
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if (argument_count > 10) |
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_horizontal = argument[10]; |
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var _bullet; |
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if (!_horizontal) |
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_bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); |
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else |
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_bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); |
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with (_bullet) |
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{ |
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horizontal = _horizontal; |
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if (horizontal) |
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image_angle = 90; |
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endY = _yBottom; |
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targetX = argument[0]; |
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follow = argument[4]; |
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bpm = argument[3]; |
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framesAway = 999; |
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frames = _frames; |
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fadeSpeed = _fadeInFrames; |
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image_alpha = 0; |
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bps = bpm / 60; |
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spb = 1 / bps; |
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bpf = bps / game_get_speed(gamespeed_fps); |
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if (snd_is_playing(global.currentsong[1])) |
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{ |
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soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); |
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var _length = audio_sound_length(global.currentsong[1]); |
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beats = soundTimeStep / spb; |
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beatMax = _length / spb; |
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beatsPrev = beats; |
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looping = argument[5]; |
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beatLoop = _targetBeat; |
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loopOffset = _loopOffset; |
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if (looping == 0) |
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targetBeat = _targetBeat; |
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else |
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targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; |
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inSync = true; |
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} |
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else |
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{ |
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beatMax = 9999; |
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loopOffset = _loopOffset; |
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looping = argument[5]; |
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beatLoop = _targetBeat; |
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targetBeat = _targetBeat + loopOffset; |
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inSync = false; |
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} |
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} |
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return _bullet; |
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} |