do a thing with kurumi bloody danmaku
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9f8ce47107
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5956997796
2 changed files with 13 additions and 18 deletions
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@ -35,7 +35,7 @@ struct stage4_spells_s stage4_spells = {
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kurumi_aniwall, kurumi_spell_bg, BOSS_DEFAULT_GO_POS},
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.blow_the_walls = {{12, 13, 14, 15}, AT_Spellcard, "Power Sign ~ Blow the Walls", 30, 55000,
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kurumi_blowwall, kurumi_spell_bg, BOSS_DEFAULT_GO_POS},
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.bloody_danmaku = {{-1, -1, 16, 17}, AT_Spellcard, "Fear Sign ~ Bloody Danmaku", 30, 55000,
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.bloody_danmaku = {{18, 19, 16, 17}, AT_Spellcard, "Fear Sign ~ Bloody Danmaku", 30, 60000,
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kurumi_danmaku, kurumi_spell_bg, BOSS_DEFAULT_GO_POS},
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},
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@ -845,20 +845,18 @@ int kdanmaku_slave(Enemy *e, int t) {
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return ACTION_DESTROY;
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if(e->args[2] && e->args[1]) {
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int i, n = 3*global.diff;
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int i, n = 1+4*global.diff;
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float speed = 1+0.1*(global.diff>D_Normal);
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if(!(t % 1)) {
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for(i = 0; i < n; i++) {
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complex p = VIEWPORT_W/(float)n*(i+frand()) + I*cimag(e->pos);
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if(cabs(p-global.plr.pos) > 60) {
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PROJECTILE("thickrice", p, rgb(1, 0.5, 0.5), linear,
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.args = { 0.5*cexp(2.0*I*M_PI*frand()) },
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.flags = PFLAG_DRAWADD,
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);
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}
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for(i = 0; i < n; i++) {
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complex p = VIEWPORT_W/(float)n*(i+frand()) + I*cimag(e->pos);
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if(cabs(p-global.plr.pos) > 60) {
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PROJECTILE("thickrice", p, rgb(1, 0.5, 0.5), linear,
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.args = { speed*0.5*cexp(2.0*I*M_PI*sin(245*t+i*i*3501)) },
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.flags = PFLAG_DRAWADD,
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);
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}
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}
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play_sound_ex("redirect", 3, false);
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}
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@ -1264,18 +1262,15 @@ Boss *create_kurumi(void) {
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Boss* b = stage4_spawn_kurumi(-400.0*I);
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boss_add_attack(b, AT_Move, "Introduction", 4, 0, kurumi_boss_intro, NULL);
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boss_add_attack(b, AT_Normal, "Sin Breaker", 20, 33000, kurumi_sbreaker, NULL);
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boss_add_attack(b, AT_Normal, "Sin Breaker", 25, 33000, kurumi_sbreaker, NULL);
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if(global.diff < D_Hard) {
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boss_add_attack_from_info(b, &stage4_spells.boss.animate_wall, false);
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} else {
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boss_add_attack_from_info(b, &stage4_spells.boss.demon_wall, false);
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}
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boss_add_attack(b, AT_Normal, "Cold Breaker", 20, 36000, kurumi_breaker, NULL);
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boss_add_attack(b, AT_Normal, "Cold Breaker", 25, 36000, kurumi_breaker, NULL);
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boss_add_attack_from_info(b, &stage4_spells.boss.blow_the_walls, false);
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if(global.diff > D_Normal) {
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boss_add_attack_from_info(b, &stage4_spells.boss.bloody_danmaku, false);
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}
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boss_add_attack_from_info(b, &stage4_spells.boss.bloody_danmaku, false);
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boss_add_attack_from_info(b, &stage4_spells.extra.vlads_army, false);
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boss_start_attack(b, b->attacks);
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