_parent = -4; _index = 0; _increment = 0.4487989505128276; _radius = 186; _enemy_list = []; _active = false; create_enemy = function(arg0, arg1, arg2, arg3, arg4) { var new_enemy = instance_create(arg1.x, arg1.y, obj_ch5_DW29_power_up_enemy); new_enemy.init(id, arg0, arg1, arg2, arg3, arg4); return new_enemy; }; start = function(arg0) { _parent = arg0; var sprite_list = [8442, 8039, 1830, 4675, 3435, 5659, 8324, 6329]; var bullet_list = [4965, 5241, 6419, 5241, 7307, 2250, 95, 7740]; var a = 2 * pi; while (a >= 0) { var xx = 1634 + (cos(a) * (_radius + 80)); var yy = 460 + (sin(a) * _radius); var angle = point_direction(xx, yy, view_wport[0] / 2, yy); var modifier = ((_index % 2) == 0) ? -1 : 1; _enemy_list[_index] = create_enemy(sprite_list[_index], new Vector2(xx, yy), bullet_list[_index], angle, modifier); _index++; if (_index > (array_length(sprite_list) - 1)) break; a -= _increment; } var fade_index = 0; var i = array_length(_enemy_list) - 1; while (i >= 0) { _enemy_list[i].set_index(fade_index); _enemy_list[i].fade_in(fade_index * 6); fade_index++; i--; } _active = true; }; start_bullets = function() { var i = array_length(_enemy_list) - 1; while (i >= 0) { _enemy_list[i].start_bullets(); i--; } }; is_active = function() { return _active; }; stop = function() { var i = array_length(_enemy_list) - 1; while (i >= 0) { _enemy_list[i].stop(); i--; } }; end_sequence = function() { var i = array_length(_enemy_list) - 1; while (i >= 0) { _enemy_list[i].end_sequence(); i--; } }; trigger_event = function(arg0) { if (arg0 != "enemy_finished") exit; with (_parent) trigger_event("power_up_finished"); }; clean_up = function() { var i = array_length(_enemy_list) - 1; while (i >= 0) { _enemy_list[i].clean_up(); i--; } instance_destroy(); };