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A script that fires multiple bullets.

Returns: id's of the delay clouds that are going to create the bullets. (Integer Array)


_BULLET_CREATE_MULTI(bullets, e_x, e_y, angles, spds, delay_ams, delay_fanims, delay_sanims, accels, max_spds, sprs, deffs)


Name Value Significance
bullets <object array> The bullets to fire. (Must inherit from _ENEMY_BULLET_PARENT or the bomb immune version of it)
e_x <integer array> The X-coordinates to fire the bullets from.
e_y <integer array> The Y-coordinates to fire the bullets from.
angles <integer(0-359) array> The directions to fire the bullets in.
spds <integer array> The bullets' movement speeds.
delay_ams <real array> The delays before firing each bullet (accepts negative values).
delay_fanims <sprite array> The appearing animations of the delay clouds.
delay_sanims <sprite array> The disappearing animations of the delay clouds.
accels <real array> The bullets' accelerations.
max_spds <integer array> The bullets' maximum/minimum movement speeds.
sangls <boolean array> true: The bullets' sprites will rotate to match their direction of movement. false: The bullets' sprites will not rotate regardless of movement direction.
sprs <sprite array> The bullets' sprites.
deffs <sprite array> The sprites of the particles to create when the bullets are destroyed.

All arrays are assumed to have the same length.


For the ith element in bullets, call _BULLET_CREATE() for the ith element of each array provided.