2021-06-07 22:27:44 -07:00
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/// @function: scr_pattern_fire( _pattern, _speed, _bullet );
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/// @param _pattern {real}
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/// @param _speed {real}
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/// @param _bullet {object}
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function scr_pattern_fire( _pattern, _speed, _bullet ) {
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switch ( _pattern ) {
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case PATTERN_STREAM:
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2021-06-09 01:48:21 -07:00
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exy = instance_create_layer( x, y, "enemy", _bullet );
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2021-06-07 22:27:44 -07:00
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with (exy) {
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2021-06-11 04:39:22 -07:00
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speed = _speed;
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friction = -.05 * obj_wriggle.hyper_tier;
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2021-06-07 22:27:44 -07:00
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direction = point_direction( x, y, obj_wriggle.x, obj_wriggle.y );
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}
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2021-06-11 04:39:22 -07:00
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if ( obj_wriggle.hyper_tier > HYPER_TIER_1 ) {
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exy = instance_create_layer( x, y, "enemy", _bullet );
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with (exy) {
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speed = _speed;
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friction = -.05 * obj_wriggle.hyper_tier;
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direction = point_direction( x, y, obj_wriggle.x, obj_wriggle.y ) + 20;
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}
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exy = instance_create_layer( x, y, "enemy", _bullet );
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with (exy) {
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speed = _speed;
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friction = -.05 * obj_wriggle.hyper_tier;
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direction = point_direction( x, y, obj_wriggle.x, obj_wriggle.y ) - 20;
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}
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}
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break;
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case PATTERN_AIMED_WAVE:
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for ( var i = 0; i < 5 + (obj_wriggle.hyper_tier * 2); i++ ) {
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exy = instance_create_layer( x, y, "enemy", _bullet );
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with (exy) {
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speed = _speed;
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friction = -.05 * obj_wriggle.hyper_tier;
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direction = point_direction( x, y, obj_wriggle.x, obj_wriggle.y )
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- (30 + 10 * obj_wriggle.hyper_tier) + ( i * (60 + 10 * obj_wriggle.hyper_tier) / (5 + obj_wriggle.hyper_tier * 2) );
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}
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}
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2021-06-07 22:27:44 -07:00
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break;
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default:
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break;
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}
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}
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