1 |
switch attack_state |
2 |
{ |
3 |
case 1: |
4 |
speed = lerp(speed, 0, 0.25) |
5 |
if (abs(speed) <= 0.02) |
6 |
{ |
7 |
instance_create_depth(x, y, depth, obj_battle_enemy_attack_ace_shockwave) |
8 |
speed = 0 |
9 |
attack_state += 1 |
10 |
alarm[1] = 2alarm[1]var remnant = instance_create_depth(x, y, (depth + 1), obj_attack_ace_cards_shape_remnant)
remnant.sprite_index = sprite_index
alarm[1] = 2 |
11 |
} |
12 |
break |
13 |
case 2: |
14 |
var heart = obj_heart_battle_fighting_red |
15 |
var target_dir = point_direction(x, y, heart.x, heart.y) |
16 |
if (y < heart.y) |
17 |
{ |
18 |
direction_inc = lerp(direction_inc, ((sign(target_dir - direction)) * direction_inc_max), 0.2) |
19 |
direction += direction_inc |
20 |
} |
21 |
speed = max_speed |
22 |
break |
23 |
} |