touhou-pride-jam-2021/thpj3/scripts/scr_pattern_fire/scr_pattern_fire.gml

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