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_DELAY_CLOUD_PARENT


The parent object for delay clouds.


Locals:


Name Value/Default Significance
_CREATED_BULLET <object>/_ENEMY_BULLET_PARENT The bullet that the delay cloud should create.
_CREATED_BULLET_ANGLE <integer>/0 The movement direction of the bullet that the delay cloud should create.
_CREATED_BULLET_SPEED <integer>/0 The movement speed of the bullet that the delay cloud should create.
_CREATED_BULLET_ACCEL <real>/0 The acceleration of the bullet that the delay cloud should create.
_CREATED_BULLET_MSPEED <integer>/0 The maximum/minimum achievable speed of the bullet that the delay cloud should create.
_CREATED_BULLET_SYNC_ANGLE <boolean>/true true: The created bullet's sprite will rotate according to the direction it's moving in. false: The created bullet's sprite will not rotate regardless of which diretion it's moving in.
_CREATED_BULLET_ID <integer>/0 Stores the id of the bullet that the delay cloud should create, after it's been created.
_CREATED_BULLET_SPRITE <sprite>/noone The sprite of the bullet that the delay cloud should create.
_CREATED_BULLET_DEATH_EFF <sprite>/noone The sprite to create a particle out of when the created bullet gets destroyed.
_FIRST_ANIMATION <sprite>/noone The appearing animation of the delay cloud.
_SECOND_ANIMATION <sprite>/noone The disappearing animation of the delay cloud.

Events:


Trigger # Actions
Create 1 Set local variables to default values.
Animation End 1 If appearing, create the object designated by _CREATED_BULLET. Set some of it's variables to the corresponding locals within the delay cloud (ignoring the sprite and death effect if they are set to noone at the time). Set _CREATED_BULLET_ID to the id of the object previously created. Restart own animation and set image_speed to 1. If disappearing, destroy self.