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_lightshot); alarm[0] = 120 /global.rank; } //Stage 4 shooting code goes here break; case 5: //Final boss shooting code goes here break; default: break; }