1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch scene |
4 |
{ |
5 |
case 0: |
6 |
image_alpha += 0.2 |
7 |
image_angle = direction - 180 + 180 * image_alpha |
8 |
if (image_alpha >= 1) |
9 |
{ |
10 |
image_alpha = 1 |
11 |
scene = 1 |
12 |
} |
13 |
break |
14 |
case 1: |
15 |
break |
16 |
case 2: |
17 |
image_speed = 1 |
18 |
var bullet = instance_create_depth(x, y, -100, obj_battle_enemy_attack_axis_turret_bullet_geno) |
19 |
var shootsnd = audio_play_sound(snd_arc_shoot, 1, 0) |
20 |
audio_sound_gain(shootsnd, 0.2, 0) |
21 |
bullet.direction = direction |
22 |
bullet.image_angle = bullet.direction |
23 |
bullet.speed = 8 |
24 |
speed = -3 |
25 |
shot_number-- |
26 |
scene++ |
27 |
break |
28 |
case 3: |
29 |
if cutscene_wait(0.15) |
30 |
{ |
31 |
if (shot_number > 0) |
32 |
scene = 2 |
33 |
else |
34 |
scene = 4 |
35 |
} |
36 |
break |
37 |
case 4: |
38 |
image_alpha -= 0.1 |
39 |
if (image_alpha <= 0) |
40 |
instance_destroy() |
41 |
break |
42 |
} |
43 |
|
44 |
speed = lerp(speed, 0, 0.2) |