1 |
if live_call() |
2 |
return global.live_result; |
3 |
var battle_box = obj_dialogue_box_battle_transformation_any |
4 |
if destroy_self |
5 |
{ |
6 |
image_alpha -= 0.2 |
7 |
if (image_alpha <= 0) |
8 |
instance_destroy() |
9 |
} |
10 |
else if (image_alpha < 1) |
11 |
image_alpha += 0.2 |
12 |
switch scene |
13 |
{ |
14 |
case 0: |
15 |
image_speed = 1 |
16 |
audio_play_sound(snd_arc_shoot, 1, 0) |
17 |
var bullet = instance_create_depth((x + (lengthdir_x((speed * 2), direction))), (y + (lengthdir_y((speed * 2), direction))), -100, obj_battle_enemy_attack_axis_turret_bullet) |
18 |
bullet.direction = image_angle |
19 |
bullet.image_angle = bullet.direction |
20 |
bullet.speed = 8 |
21 |
shot_number-- |
22 |
scene++ |
23 |
break |
24 |
case 1: |
25 |
if cutscene_wait(0.25) |
26 |
scene = 0 |
27 |
break |
28 |
} |
29 |
|
30 |
var base_speed = 5 |
31 |
var variation = choose(1, 2) |
32 |
switch side |
33 |
{ |
34 |
case 1: |
35 |
if (!dir_noloop) |
36 |
{ |
37 |
if (variation == 1) |
38 |
hspeed = base_speed |
39 |
else |
40 |
vspeed = base_speed |
41 |
dir_noloop = true |
42 |
} |
43 |
if (x > target_x) |
44 |
destroy_self = true |
45 |
break |
46 |
case 2: |
47 |
if (!dir_noloop) |
48 |
{ |
49 |
if (variation == 1) |
50 |
hspeed = (-base_speed) |
51 |
else |
52 |
vspeed = base_speed |
53 |
dir_noloop = true |
54 |
} |
55 |
if (y > target_y) |
56 |
destroy_self = true |
57 |
break |
58 |
case 3: |
59 |
if (!dir_noloop) |
60 |
{ |
61 |
if (variation == 1) |
62 |
hspeed = (-base_speed) |
63 |
else |
64 |
vspeed = (-base_speed) |
65 |
dir_noloop = true |
66 |
} |
67 |
break |
68 |
case 4: |
69 |
if (!dir_noloop) |
70 |
{ |
71 |
if (variation == 1) |
72 |
hspeed = base_speed |
73 |
else |
74 |
vspeed = (-base_speed) |
75 |
dir_noloop = true |
76 |
} |
77 |
if (y < target_y) |
78 |
destroy_self = true |
79 |
break |
80 |
} |
81 |
|
82 |
if ((hspeed > 0 && x > target_x) || (hspeed < 0 && x < target_x) || (vspeed > 0 && y > target_y) || (vspeed < 0 && y < target_y)) |
83 |
destroy_self = true |
84 |
image_angle = point_direction(x, y, battle_box.x, battle_box.y) |