1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch scene |
4 |
{ |
5 |
case 0: |
6 |
var heart = obj_heart_battle_fighting_parent |
7 |
attack_target_x = heart.x |
8 |
attack_target_y = heart.y |
9 |
if (!fade_out) |
10 |
{ |
11 |
if (image_alpha < 1) |
12 |
image_alpha += 0.1 |
13 |
else if (!alarm[0]) |
14 |
alarm[0] = 30alarm[0]if live_call()
return global.live_result; |
15 |
} |
16 |
else if (image_alpha > 0) |
17 |
image_alpha -= 0.1 |
18 |
else |
19 |
instance_destroy() |
20 |
image_xscale = lerp(image_xscale, 1, 0.15) |
21 |
image_yscale = image_xscale |
22 |
if (can_track == true) |
23 |
{ |
24 |
x = attack_target_x + (lengthdir_x(attack_distance, attack_dir)) |
25 |
y = attack_target_y + (lengthdir_y(attack_distance, attack_dir)) |
26 |
image_angle = point_direction(x, y, attack_target_x, attack_target_y) |
27 |
} |
28 |
if (image_alpha < 1 && can_move == false) |
29 |
{ |
30 |
image_alpha += 0.2 |
31 |
if (image_alpha > 1) |
32 |
image_alpha = 1 |
33 |
} |
34 |
if (attack_dir < 360) |
35 |
attack_dir += bullet_speed |
36 |
else |
37 |
attack_dir = bullet_speed |
38 |
break |
39 |
case 1: |
40 |
image_speed = 1 |
41 |
var shootsnd = audio_play_sound(snd_arc_shoot, 1, 0) |
42 |
audio_sound_gain(shootsnd, 0.3, 0) |
43 |
var bullet = instance_create_depth(x, y, (depth + 1), obj_battle_enemy_attack_axis_turret_bullet_geno) |
44 |
bullet.direction = image_angle |
45 |
bullet.image_angle = bullet.direction |
46 |
bullet.speed = 11 |
47 |
direction = image_angle |
48 |
speed = -5 |
49 |
shot_number-- |
50 |
scene++ |
51 |
break |
52 |
case 2: |
53 |
if cutscene_wait(0.12) |
54 |
{ |
55 |
if (shot_number > 0) |
56 |
scene = 1 |
57 |
else |
58 |
scene = 3 |
59 |
} |
60 |
break |
61 |
case 3: |
62 |
image_alpha -= 0.2 |
63 |
if (image_alpha <= 0) |
64 |
instance_destroy() |
65 |
break |
66 |
} |
67 |
|
68 |
if (image_xscale > 1.01) |
69 |
image_xscale = lerp(image_xscale, 1, 0.15) |
70 |
else |
71 |
image_xscale = 1 |
72 |
image_yscale = image_xscale |