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A script that fires a stream of bullets with different speeds in the same direction.

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


_BULLET_CREATE_STREAM(bullet, e_x, e_y, angle, spd, delay_am, delay_fanim, delay_sanim, accel, max_spd, b_am, spd_diff, sangl, spr, deff)


Name Value Significance
obj <object> The bullet to fire. (Must inherit from _ENEMY_BULLET_PARENT or the bomb immune version of it)
e_x <integer> The X-coordinate to fire the bullets from.
e+y <integer> The Y-coordinate to fire the bullets from.
angle <integer(0-359)> The direction to fire the bullets in.
spd <integer> The slowest bullet's movement speed.
delay_am <real> The delay before firing the bullets (accepts negative values).
delay_fanim <sprite> The appearing animation of the delay cloud.
delay_sanim <sprite> The disappearing animation of the delay cloud.
accel <real> The bullets' acceleration.
max_spd <integer> The bullets' maximum/minimum movement speed.
b_am <integer> The amount of bullets to fire.
spd_diff <integer> The increase in speed between each subsequent bullet.
sangl <boolean> true: The bullets' sprites will rotate to match it's direction of movement. false: The bullets' sprites will not rotate regardless of movement direction.
spr <sprite> The sprite to use for the bullets.
deff <sprite> The sprite of the particle to create when the bullets are destroyed.


Call _BULLET_CREATE() b_am times, increasing the speed of the next bullet to be created by the given speed difference each time.