gmc-jam-7/objects/obj_boss/Step_0.gml

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if life < 1
{
sound_play(snd_bossexplode3)
sound_play(snd_bossexplode2)
sound_play(snd_bossexplode1)
score += 200
if global.boss != 0
global.boss = 0
instance_destroy()
}
switch global.boss
{
case 0:
exit;
break;
case 1:
global.ta = 0
times += 5
if life > 600
{
if frac(times/15) = 0
{
sound_play(snd_lightshot)
sound_play(snd_darkshot)
repeat (global.rank)
{
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + global.ta*2
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = -obj_boss.times + 180 + ceil(global.rank/2) + global.ta*2
speed = 6+.1*global.rank
}
global.ta += 1
}
}
}
if life > 200 and life < 600
{
if frac(times/15) = 0
{
sound_play(snd_lightshot)
sound_play(snd_darkshot)
global.tweex = x - 120 + random(240)
global.tweey = y - 20 + random(40)
repeat (global.rank)
{
iii = instance_create(global.tweex,global.tweey,obj_enemybullet_L_A)
with (iii)
{
direction = irandom(360)
speed = 5+random(3)+.1*global.rank
}
}
global.tweex = x - 120 + random(240)
global.tweey = y - 20 + random(40)
repeat (global.rank)
{
iii = instance_create(global.tweex,global.tweey,obj_enemybullet_D_A)
with (iii)
{
direction = irandom(360)
speed = 5+ random(3) +.1*global.rank
}
}
}
}
if life < 200
{
sound_play(snd_lightshot)
repeat (global.rank)
{
iii = instance_create(800-global.ma-global.ta*10,0,obj_enemybullet_L_A)
with (iii)
{
direction = 270
speed = 10+.1*global.rank
}
iii = instance_create(global.ma+global.ta*10,0,obj_enemybullet_D_A)
with (iii)
{
direction = 270
speed = 10+.1*global.rank
}
global.ta += 1
}
global.ma += global.rank
if global.ma >=800
global.ma = 0
}
//Stage 1 shooting code goes here
break;
case 2:
if life > 980
{
times += 5
info += 1
if info > global.rank + 3
info = 0
if (info < global.rank)
{
sound_play(snd_darkshot)
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + obj_boss.info*2 + 270
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = -obj_boss.times + 135 + ceil(global.rank/2) + obj_boss.info*2+ 270
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + obj_boss.info*2 + 180
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = -obj_boss.times + 135 + ceil(global.rank/2) + obj_boss.info*2+ 180
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + obj_boss.info*2 + 90
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = -obj_boss.times + 135 + ceil(global.rank/2) + obj_boss.info*2+ 90
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + obj_boss.info*2
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = -obj_boss.times + 135 + ceil(global.rank/2) + obj_boss.info*2
speed = 8+.1*global.rank
}
global.ta += 1
}
}
if life > 800 and life < 1020
{
times += 5
info += 1
if info > global.rank + 3
info = 0
if (info < global.rank)
{
sound_play(snd_lightshot)
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + obj_boss.info*2 + 270
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = -obj_boss.times + 135 + ceil(global.rank/2) + obj_boss.info*2+ 270
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + obj_boss.info*2 + 180
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = -obj_boss.times + 135 + ceil(global.rank/2) + obj_boss.info*2+ 180
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + obj_boss.info*2 + 90
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = -obj_boss.times + 135 + ceil(global.rank/2) + obj_boss.info*2+ 90
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + obj_boss.info*2
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = -obj_boss.times + 135 + ceil(global.rank/2) + obj_boss.info*2
speed = 8+.1*global.rank
}
global.ta += 1
}
}
if life > 500 and life < 800
{
times += 5
if frac(times/15) = 0
{
sound_play(snd_lightshot)
sound_play(snd_darkshot)
global.tweex = x - 120 + random(240)
global.tweey = y - 20 + random(40)
repeat (global.rank)
{
iii = instance_create(global.tweex,global.tweey,obj_enemybullet_L_A)
with (iii)
{
direction = irandom(360)
speed = 5+random(3)+.1*global.rank
}
}
global.tweex = x - 120 + random(240)
global.tweey = y - 20 + random(40)
repeat (global.rank)
{
iii = instance_create(global.tweex,global.tweey,obj_enemybullet_D_A)
with (iii)
{
direction = irandom(360)
speed = 5+ random(3) +.1*global.rank
}
}
}
}
if life > 100 and life < 500
{
sound_play(snd_lightshot)
iii = instance_create(x,y,obj_enemybullet_D_A)
with (iii)
{
speed = 10+.1*global.rank
direction = point_direction(x,y,obj_player.x,obj_player.y)
}
iii = instance_create(x,y,obj_enemybullet_L_A)
with (iii)
{
speed = 10+.1*global.rank
direction = point_direction(x,y,obj_player.x,obj_player.y)
}
iii = instance_create(x,y,obj_enemybullet_D_A)
with (iii)
{
speed = 10+.1*global.rank
direction = point_direction(x,y,obj_player.x,obj_player.y) + 50-global.rank
}
iii = instance_create(x,y,obj_enemybullet_L_A)
with (iii)
{
speed = 10+.1*global.rank
direction = point_direction(x,y,obj_player.x,obj_player.y) - 50+global.rank
}
}
if life < 100 and life > 5
{
global.spin = 0
times += 5
info += 1
if info > 1 + 15
info = 0
if (info < 1)
{
repeat(180)
{
sound_play(snd_darkshot)
global.spin += 1
iii = instance_create(x,y,obj_enemybullet_L_A)
with (iii)
{
direction = global.spin + 210 + obj_boss.info
speed = 4+global.rank*.2
}
iii = instance_create(x,y,obj_enemybullet_D_A)
with (iii)
{
direction = global.spin + 150 + obj_boss.info
speed = 6+global.rank*.1
}
}
}
}
//Stage 2 shooting code goes here
break;
case 3:
if life > 1100
{
times += 5
if frac(times/15) = 0
{
sound_play(snd_lightshot)
sound_play(snd_darkshot)
repeat (global.rank)
{
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + global.ta*2
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = -obj_boss.times + 180 + ceil(global.rank/2) + global.ta*2
speed = 6+.1*global.rank
}
global.ta += 1
}
}
}
if life < 1100 and life > 800
{
times += 5
if frac(times/15) = 0
{
global.rounds = 0
repeat(36)
{
if spintype = 0
{
spintype = 1
}
else
{
spintype = 0
}
global.rounds += 1
iii = instance_create(x-100+200*spintype,y,obj_enemybullet_L_A)
with (iii)
{
direction = 10*global.rounds
speed = 6+global.rank*.1
}
iii = instance_create(x+100-200*spintype,y,obj_enemybullet_D_A)
with (iii)
{
direction = 10*global.rounds
speed = 6+global.rank*.1
}
}
}
}
if life < 800 and life > 500
{
times += 5
if frac(times/15) = 0
{
sound_play(snd_lightshot)
sound_play(snd_darkshot)
global.tweex = x - 120 + random(240)
global.tweey = y - 20 + random(40)
repeat (global.rank)
{
iii = instance_create(global.tweex,global.tweey,obj_enemybullet_L_A)
with (iii)
{
direction = irandom(360)
speed = 5+random(3)+.1*global.rank
}
}
global.tweex = x - 120 + random(240)
global.tweey = y - 20 + random(40)
repeat (global.rank)
{
iii = instance_create(global.tweex,global.tweey,obj_enemybullet_D_A)
with (iii)
{
direction = irandom(360)
speed = 5+ random(3) +.1*global.rank
}
}
}
}
if life < 500
{
sound_play(snd_lightshot)
repeat (5)
{
global.spin = spin
global.rounds += 1
iii = instance_create(x,y,obj_enemybullet_L_A)
with (iii)
{
speed = 8 + global.rank
friction = -global.rank*.1
direction = (360/5)*global.rounds + global.spin
}
iii = instance_create(x,y,obj_enemybullet_D_A)
with (iii)
{
speed = 8 + global.rank
friction = -global.rank*.1
direction = -(360/5)*global.rounds - global.spin
}
}
spin += spinspeed
if spintype = 1
spinspeed += .25
if spintype = 0
spinspeed -= .25
if spinspeed > 50
spintype = 0
if spinspeed < -50
spintype = 1
}
//Stage 3 shooting code goes here
break;
case 4:
if life > 1500
{
times += 5
info += 1
if info > global.rank + 3
info = 0
if (info < global.rank)
{
sound_play(snd_darkshot)
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + obj_boss.info*2 + 270
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = -obj_boss.times + 135 + ceil(global.rank/2) + obj_boss.info*2+ 270
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + obj_boss.info*2 + 180
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = -obj_boss.times + 135 + ceil(global.rank/2) + obj_boss.info*2+ 180
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + obj_boss.info*2 + 90
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = -obj_boss.times + 135 + ceil(global.rank/2) + obj_boss.info*2+ 90
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + obj_boss.info*2
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = -obj_boss.times + 135 + ceil(global.rank/2) + obj_boss.info*2
speed = 8+.1*global.rank
}
global.ta += 1
}
}
if life > 1350 and life < 1550
{
times += 5
info += 1
if info > global.rank + 3
info = 0
if (info < global.rank)
{
sound_play(snd_lightshot)
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + obj_boss.info*2 + 270
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = -obj_boss.times + 135 + ceil(global.rank/2) + obj_boss.info*2+ 270
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + obj_boss.info*2 + 180
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = -obj_boss.times + 135 + ceil(global.rank/2) + obj_boss.info*2+ 180
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + obj_boss.info*2 + 90
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = -obj_boss.times + 135 + ceil(global.rank/2) + obj_boss.info*2+ 90
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_D_A)
with (iii)
{
direction = obj_boss.times/2 - ceil(global.rank/2) + obj_boss.info*2
speed = 8+.1*global.rank
}
iii = instance_create(x,y + 50,obj_enemybullet_L_A)
with (iii)
{
direction = -obj_boss.times + 135 + ceil(global.rank/2) + obj_boss.info*2
speed = 8+.1*global.rank
}
global.ta += 1
}
}
if life < 1350 and life > 1100
{
times += 5
if frac(times/15) = 0
{
sound_play(snd_lightshot)
sound_play(snd_darkshot)
global.tweex = x - 120 + random(240)
global.tweey = y - 20 + random(40)
repeat (global.rank)
{
iii = instance_create(global.tweex,global.tweey,obj_enemybullet_L_A)
with (iii)
{
direction = irandom(360)
speed = 5+random(3)+.1*global.rank
}
}
global.tweex = x - 120 + random(240)
global.tweey = y - 20 + random(40)
repeat (global.rank)
{
iii = instance_create(global.tweex,global.tweey,obj_enemybullet_D_A)
with (iii)
{
direction = irandom(360)
speed = 5+ random(3) +.1*global.rank
}
}
}
}
if life < 1100 and life > 700
{
sound_play(snd_lightshot)
repeat (5)
{
global.spin = spin
global.rounds += 1
iii = instance_create(x,y,obj_enemybullet_L_A)
with (iii)
{
speed = 8 + global.rank
friction = -global.rank*.1
direction = (360/5)*global.rounds + global.spin
}
iii = instance_create(x,y,obj_enemybullet_D_A)
with (iii)
{
speed = 8 + global.rank
friction = -global.rank*.1
direction = -(360/5)*global.rounds - global.spin
}
}
spin += spinspeed
if spintype = 1
spinspeed += .25
if spintype = 0
spinspeed -= .25
if spinspeed > 50
spintype = 0
if spinspeed < -50
spintype = 1
}
if life < 700
{
global.rotator = 0
xtemp = irandom(1024)
ytemp = irandom(300)
repeat (10*global.rank)
{
stuff = instance_create(xtemp,ytemp,obj_enemybullet_D_A);
with (stuff)
{
direction = global.rotator;
speed = 1 + (global.rank);
}
global.rotator -= ceil(360 / (10 * global.rank));
}
xtemp = irandom(1024)
ytemp = irandom(300)
repeat (10*global.rank)
{
stuff = instance_create(xtemp,ytemp,obj_enemybullet_L_A);
with (stuff)
{
direction = global.rotator;
speed = 1 + (global.rank);
}
global.rotator -= ceil(360 / (10 * global.rank));
}
sound_play(snd_themshoot);
alarm[0] = 120 /global.RANK;
//Stage 4 shooting code goes here
break;
case 5:
//Final boss shooting code goes here
break;
default:
break;
}
}