1 |
if live_call() |
2 |
return global.live_result; |
3 |
instance_destroy(obj_chem_05_maze_puzzle_player) |
4 |
instance_destroy(obj_chem_05_maze_puzzle_goal) |
5 |
var pl = instance_create_depth(puzzle_start[puzzle_level_current][0], puzzle_start[puzzle_level_current][1], (depth - 1), obj_chem_05_maze_puzzle_player) |
6 |
pl.direction = puzzle_start[puzzle_level_current][2] |
7 |
pl.image_angle = pl.direction |
8 |
var goal = instance_create_depth(puzzle_goal[puzzle_level_current][0], puzzle_goal[puzzle_level_current][1], (depth - 1), obj_chem_05_maze_puzzle_goal) |
9 |
alarm[1] = 20alarm[1]if live_call()
return global.live_result;
audio_play_sound(snd_chem_start, 1, 0)
obj_chem_05_maze_puzzle_player.can_move = true
puzzle_alpha = 0 |
10 |
instance_deactivate_layer("ins_puzzle_1") |
11 |
instance_deactivate_layer("ins_puzzle_2") |
12 |
instance_deactivate_layer("ins_puzzle_3") |
13 |
instance_activate_layer("ins_puzzle_" + (string(puzzle_level_current + 1))) |