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Jul 18th, 2014
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  1. //Drawing the orbiting-familiar fairies
  2. task orbitFairy(xpos,ypos,xdest,ydest) {
  3. let angle = 0;
  4. let enemy = ObjEnemy_Create(OBJ_ENEMY);
  5. ObjEnemy_Regist(enemy);
  6.  
  7. ObjEnemy_SetLife(enemy,2000);
  8. ObjPrim_SetTexture(enemy,imgEnemy);
  9.  
  10. redAnim(enemy);
  11.  
  12. ObjMove_SetPosition(enemy,xpos,ypos);
  13. ObjMove_SetDestAtWeight(enemy,xdest,ydest,10,6);
  14.  
  15. flyAway(enemy);
  16.  
  17. task flyAway(enemy) {
  18. wait(900);
  19.  
  20. ObjMove_SetAngle(enemy,-90);
  21. ObjMove_SetSpeed(enemy,3);
  22.  
  23. wait(70);
  24. Obj_Delete(enemy);
  25. }
  26.  
  27. loop(10) {
  28. famSpawn(enemy,angle);
  29. angle+=360/10;
  30. }
  31.  
  32. task famSpawn(enemy,angle) {
  33. PlaySE(familiar);
  34. let fam = ObjEnemy_Create(OBJ_ENEMY);
  35. ObjEnemy_Regist(fam);
  36.  
  37. ObjEnemy_SetLife(fam,10000);
  38.  
  39. ObjPrim_SetTexture(fam,imgEnemy2);
  40.  
  41. redFam(fam);
  42.  
  43. orbit;
  44.  
  45. task orbit {
  46. loop {
  47. ObjEnemy_SetIntersectionCircleToShot(enemy,getX(fam),getY(fam),48);
  48. ObjMove_SetPosition(fam,getX(enemy)+50*cos(angle),getY(enemy)+50*sin(angle));
  49.  
  50. if(ObjEnemy_GetInfo(enemy,INFO_LIFE) <= 0) {
  51. Obj_Delete(fam);
  52. }
  53.  
  54. if(ObjEnemy_GetInfo(fam,INFO_LIFE) <= 0) {
  55. DeleteShotAll(TYPE_CHILD,TYPE_ITEM);
  56. return;
  57. }
  58. angle+=10;
  59. if(angle==360) {angle = 0;}
  60. yield;
  61. }
  62. }
  63.  
  64. shotProp(angle);
  65.  
  66. task shotProp(angle) {
  67. blueShot(angle);
  68. redShot(angle);
  69. pelletShot;
  70.  
  71.  
  72.  
  73. task blueShot(angle) {
  74. let ang = angle+45;
  75. while(!Obj_IsDeleted(fam)) {
  76. let speed = 3;
  77. loop(3) {
  78. CreateShotA1(getX(fam),getY(fam),speed,ang,64,2);
  79. speed-=0.15;
  80. }
  81. PlaySE(shot2);
  82. ang+=10;
  83. if(ang==360) {ang = 0;}
  84. wait(15);
  85. }
  86. }
  87.  
  88. task redShot(angle) {
  89. wait(60);
  90.  
  91. let ang = angle;
  92. while(!Obj_IsDeleted(fam)) {
  93. CreateShotA1(getX(fam),getY(fam),2,ang,60,2);
  94. PlaySE(shot1);
  95. ang+=200;
  96. if(ang==360) {ang=0;}
  97. wait(20);
  98. }
  99. }
  100.  
  101. task pelletShot {
  102. wait(150);
  103.  
  104. let ang = angle;
  105. while(!Obj_IsDeleted(fam)) {
  106. CreateShotA1(getX(fam),getY(fam),2.5,ang-180,92,2);
  107. PlaySE(bulletwave);
  108. ang+=70;
  109. if(ang==360) {ang = 0;}
  110. wait(4);
  111. }
  112. }
  113. }
  114. }
  115. }
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