Create_0.gml 1017 B

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  1. event_inherited();
  2. _max_hp = [120, 180, 240];
  3. max_hp = _max_hp[global.difficulty];
  4. hp = max_hp;
  5. credit = random_range(40, 60);
  6. enemy_ai = hex_ai;
  7. _cooldown = [60, 24, 6];
  8. hitbox = enemy_create_hitboxMC(160, 160);
  9. kb_factor = 0.5
  10. side_len = 128;
  11. roll_spd = 0;
  12. roll_acc = 0;
  13. roll_angle = 0;
  14. dir = 0;
  15. acc = 0;
  16. spd = 0;
  17. x_acc = 0;
  18. y_acc = 0;
  19. pivot_x = 0;
  20. pivot_y = 0;
  21. state = "IDLE";
  22. rebounce_timer = 0;
  23. angle_alter = 0;
  24. cnt = 0;
  25. last_attack = 0;
  26. current_attack = -1;
  27. var _matrix = [
  28. // 0 1 2 3
  29. [00, 35, 35, 30],
  30. [35, 00, 35, 30],
  31. [35, 35, 00, 30],
  32. [30, 35, 35, 00],
  33. ];
  34. attack_matrix = _matrix;
  35. depth = 10;
  36. base_y = 916;
  37. death_callback = function()
  38. {
  39. timer_active = false;
  40. with(oEnemyHex)
  41. {
  42. x_spd_kb = choose(-1, 1) * 15;
  43. y_spd_kb = 0;
  44. enemy_death();
  45. }
  46. screen_shake(40);
  47. repeat(30)
  48. icl(oFocusEndEffect);
  49. global.time_scale_t = 0;
  50. global.time_scale = 0.05;
  51. global.camera.smooth = 0.1;
  52. global.camera.follow = global.player;
  53. }
  54. timer_active = false;